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

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Turn order:

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


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Uliah's Deck Handler

Uliah didn't remember much of what happened while he was fighting Khorramzadeh.

When he came to self, he realized 2 things: the battle had been won, and his scimitar was emanating a much more powerful magical aura than before. Moreover, he could feel Sarenrae's divine presence in the blade.

"I'm but your humble servant, my lady Everlight, but I shall take this blessing and do your bidding to the best of my ability"

There is no rest for the weary, however, and after a short ceremony in Vigil to honor their victory, the party sets out to continue their excursion into the Worldwound.

Now, Uliah finds himself in an unfamiliar Cavern, trying to track down an incursion of undead demons and Gashgelag alongside the Hornbreaker's chief.

Uliah will start at the Cavern. He will take the Cohort.

Uliah wrote:

Hand: Khraigorr Half-Face, Hrilga Shield-Maiden (ADV 4), Blessing of the Lord in Iron (ADV 5), Fortified Breastplate, Belt of Physical Might, Major Cure, Divine Fortune,

Displayed:
Deck: 14 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:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +5
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 [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 ([ ]+1) and the Magic trait to your check ( [X] 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

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


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 1, Ramexes/Merisal

Random Cards:

Monsters
Spoiler:
Cultist Archer
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_

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

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

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

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

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

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

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

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

Spoiler:
Magic Ray Fusillade
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18 If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

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

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

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

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

Spoiler:
Infinite Rod
Weapon 6
Traits:
Club
Melee
Magic To Acquire:
Strength
Melee 13
OR Arcane
Divine 15 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.

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

Spoiler:
Form of the Dragon
Spell 6
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 15 Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

Spoiler:
Form of the Dragon
Spell 6
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 15 Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

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

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

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

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

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

Spoiler:
Immolation Cloak
Armor 6
Traits:
Light Armor
Magic
Mythic To Acquire:
Intelligence
Arcane 12 Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Immolation Cloak
Armor 6
Traits:
Light Armor
Magic
Mythic To Acquire:
Intelligence
Arcane 12 Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Items
Spoiler:
Fortune's Arrow
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.

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

Spoiler:
Bountiful Bottle
Item 6
Traits:
Item
Magic
Mythic To Acquire:
Intelligence
Craft 13 Reveal this card to draw a loot that has an adventure deck number less than the scenario's adventure deck number from the box. You may add the loot to your hand or give it to another character.
After playing this card, banish it, or expend a mythic charge to bury it instead of banishing it.

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

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

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

Spoiler:
Thylacine
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.

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

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

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

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

Blessing of Iomedae:
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.

Blessings Remaining: 29

Blessings Deck

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

Location #1: 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

Great Hall Card 1:
Fly Demon
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Great Hall Card 2:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Great Hall Card 3:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Great Hall Card 4:
Lymirin Discourses
Item 2
Traits:
Book
Iomedae To Acquire:
Wisdom
Divine 9 Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Great Hall Card 5:
Force Sling +3
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Great Hall Card 6:
Druid of the Flame
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Great Hall Card 7:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Great Hall Card 8:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Great Hall Card 9:
Paralyze
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.

Great Hall Card 10:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Eagle Rock Card 1:
Abyssal Army
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23 The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.

Eagle Rock Card 2:
Filth Demon
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22 The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

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

Eagle Rock Card 4:
Spirit Blade
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Eagle Rock Card 5:
Fiendish Black Dragon
Monster 6
Traits:
Dragon
Mythic
To Defeat:
Combat 29 The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.
Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

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

Eagle Rock Card 7:
Skinstitcher's Manual
Item 4
Traits:
Book
Magic
Corrupted
Mythic To Acquire:
Arcane
Craft
Divine
Knowledge 12 Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Eagle Rock Card 8:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Eagle Rock Card 9:
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.

Eagle Rock Card 10:
Mace of Smiting
Weapon 6
Traits:
Mace
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.
Location #3: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Molten Pool Card 1:
Blackaxe
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran To Acquire:
Strength
Melee 12 For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Molten Pool Card 2:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Molten Pool Card 3:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 4:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Molten Pool Card 5:
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

Molten Pool Card 6:
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.

Molten Pool Card 7:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Molten Pool Card 8:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Molten Pool Card 9:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Location #4: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None

Cavern Card 1:
Dawnflower's Light
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.

Cavern Card 2:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Cavern Card 3:
Demonbane Longsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Cavern Card 4:
Worm Demon
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10 The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_

Cavern Card 5:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

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

Cavern Card 7:
Temptation of Lucre
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.

Cavern Card 8:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Cavern Card 9:
Thylacine
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.

Cavern Card 10:
Mantle of Faith
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 15 Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Location #5: Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Nyctessa/agent_eclipse, None

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

Abyssal River Card 2:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Abyssal River Card 3:
Celestial Unicorn
Ally 4
Traits:
Animal
Mount
Mythic To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12 At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.

Abyssal River Card 4:
Abyssal Traveler's Kit
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7 Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

Abyssal River Card 5:
Demonic Horde
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Abyssal River Card 6:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Abyssal River Card 7:
Betrayal Demon
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.

Abyssal River Card 8:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Abyssal River Card 9:
Tarry Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21 The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_

Abyssal River Card 10:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Location #6: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Canyon Card 2:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Canyon Card 3:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Canyon Card 4:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 5:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Canyon Card 6:
Sunsword
Weapon 6
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 7:
Temptation of Arms
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.

Canyon Card 8:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Canyon Card 9:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 10:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.


Remember kill a monster examine next 3 cards deck handler

Ramexes explores and finds the dawnflowers light

Auto acquired

Discards harbinger disciple to explore again and see 3 armours A spellcasters shield a spiky plate or an eagle knight dress uniform

No they fo not suit me

Discards wayfarer ro find a demonbane sword very nice that suits me

Ramexes Haruspex wrote:

Hand: Blessing of pharasma, Soulshear, Find traps, Blessing of milani, Dawnflower's Light, Demonbane Longsword +2,

Displayed:
Deck: 14 Discard: 2 Buried: 0
"Notes:
"
Mythic Charges: 6 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +6
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: +6
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) ( XT5 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.

Dark Archive

Deck Handler

Explore Abyssal River Card 1: Blessing of Ascension.
Auto-Acquired.

Discard Blessing of Ascension to Explore Card 2: Sacred Weapon.
Wisdom 6: 1d8 + 3 ⇒ (5) + 3 = 8 Acquired.

Recharge Samisen of Oracular Vision to Examine the Top card of 3 locations:
Eagle Rock: Abyssal Army.
Cavern: Worm Demon.
Abyssal River: Celestial Unicorn.

Reveal Blessing of Qi Zhong to shuffle Blessing of Ascension into my deck then Discard to Explore Card 3: Celestial Unicorn.
Auto-Acquire.

Discard Celestial Unicorn to Explore Card 4: Abyssal Traveler's Kit.
Auto-Acquire.

Discard Cleric of Nethys to Examine the Top two cards, rearrange, then Explore Card 6: Hunger That Moves.

Spoiler:

Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

BYA:Damage: 1d6 ⇒ 4 Discarding Binder's Tome, Abyssal Traveler's Kit, Ice and Fire, and Create Mindscape.
Fire Barrage.
Monster: Knowledge 18: 1d10 + 6 + 4 + 2 ⇒ (7) + 6 + 4 + 2 = 19 +5
Combat 36: 1d10 + 6 + 4 + 2 + 3d6 + 12 + 5 ⇒ (3) + 6 + 4 + 2 + (3, 5, 1) + 12 + 5 = 41 Defeated/Acquired/Blessing of Qi Zhong shuffled into deck via Undead Master.
Recharge: Arcane 14: 1d10 + 6 + 4 + 2 ⇒ (1) + 6 + 4 + 2 = 13 Fire Barrage discarded.

Discard Sacred Weapon to Close.

End Turn. Reset Hand.

The dhamphir wizard felt far more at home along the abyssal tainted river as she worked to clear out the foul demons. However there were none to be found for some reason.

"Have they truly come to know fear? They are not nearly intelligent enough for that." Nyctessa laughs as she comes upon a font of power she uses to lead her towards a scroll. Unfortunately it contained a blessing for a weapon...neither things she cared for so she stowed it away.

She continued on with the power granted to her by other deities that begrudgingly approved the outcomes rather than the methods. It was shortly after that she found a scene of a fallen crusader and his celestial steed. She quickly enthralled the unicorn and looked through the remaining supplies.

"Ma'am, the culprit is near. An embodiment of the demon's hunger. Tread carefully." it warned her but only got her scorn for underestimating the power she wields. She marched forward confidently.

Her confidence caused her to walk right into the devouring aura of the beast as her power and belongings began to rot away. However she steeled herself for a moment to draw upon her own devouring flames. They wrapped around the tendrils of the beast driving it back and enclosing upon it till nothing but a scorch mark remained.

Yet, Nyctessa felt more drained than she had in quite some time. As her well of power grows so shrinks her reserve. It was time for her to be more cautious in her endeavors.

The demon lords truly seek our demise now. I must not hasten their work.

Nyctessa wrote:

Hand: Bound Lantern Archon, Samisen of Oracular Vision, Blessing of Qi Zhong, Animated Zombie, Blessing of Ascension, Blessing of Achaekek, Hunger That Moves 6, Cloud Burst, Ice Chemist,

Displayed:
Deck: 8 Discard: 8 Buried: 0
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges.
Mythic Charges: 6 Sideboard cards:

Off Turn: Recharge Bound Lantern to Examine/Rearrange Top 3 of deck (Transmogrify/Blessing of Nethys/Helm of Electric Radiance). Keeping order then drawing Transmogrify.

Nyctessa wrote:

Hand: Transmogrify, Samisen of Oracular Vision, Blessing of Qi Zhong, Animated Zombie, Blessing of Ascension, Blessing of Achaekek, Hunger That Moves 6, Cloud Burst, Ice Chemist,

Displayed:
Deck: 6 Discard: 8 Buried: 0
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 6 Sideboard cards:


Box Runner

I opened a discussion

Dark Archive

Deck Handler

Retcon: Starting at Hunger That Moves encounter.
Discarding Binder's Tome, Abyssal Traveler's Kit, Fire Barrage, and Ice Chemist to 4 BYA damage.

Displaying Mindscape for during first Knowledge Check.
Recharge Ice and Fire.
Combat 36: 1d10 + 6 + 4 + 2 + 2d8 + 3 + 5 + 1d4 ⇒ (7) + 6 + 4 + 2 + (3, 5) + 3 + 5 + (2) = 37

Recharge Cloudburst.
Knowledge 18: 1d10 + 6 + 4 + 2 + 1d4 ⇒ (7) + 6 + 4 + 2 + (2) = 21
Combat 30: 1d10 + 6 + 4 + 2 + 3d6 + 5 + 1d4 ⇒ (9) + 6 + 4 + 2 + (1, 3, 6) + 5 + (1) = 37

Extra open slot in hand filled with Vampire Bat.

Nyctessa wrote:

Hand: Transmogrify, Samisen of Oracular Vision, Blessing of Qi Zhong, Animated Zombie, Blessing of Ascension, Blessing of Achaekek, Hunger That Moves 6, Vampire Bat,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 6 Sideboard cards:


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 3, Amaryllis/EmpTyger

Random Cards:

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

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

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

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

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

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

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

Spoiler:
Magic Ray Fusillade
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18 If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

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

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

Weapons
Spoiler:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

Spells
Spoiler:
Death's Touch
Spell 5
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Death's Touch
Spell 5
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Breath of Life
Spell 5
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Armors
Spoiler:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

Spoiler:
Ring of Reflection
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.

Spoiler:
Iron Flask
Item 6
Traits:
Item
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

Spoiler:
Amulet of the Planes
Item 6
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 13 Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.

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

Allies
Spoiler:
Jesker Helton
Ally 3
Traits:
Human
Cleric To Acquire:
None 0 To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Spoiler:
Chevalier
Ally 6
Traits:
Halfling
Aristocrat To Acquire:
Charisma
Diplomacy 9 Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.

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

Spoiler:
Runelord Alderpash
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.

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

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

Location #1: 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

Great Hall Card 1:
Fly Demon
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Great Hall Card 2:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Great Hall Card 3:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Great Hall Card 4:
Lymirin Discourses
Item 2
Traits:
Book
Iomedae To Acquire:
Wisdom
Divine 9 Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Great Hall Card 5:
Force Sling +3
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Great Hall Card 6:
Druid of the Flame
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Great Hall Card 7:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Great Hall Card 8:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Great Hall Card 9:
Paralyze
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.

Great Hall Card 10:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Eagle Rock Card 1 (Abyssal Army):
Abyssal Army
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23 The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.

Eagle Rock Card 2:
Filth Demon
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22 The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

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

Eagle Rock Card 4:
Spirit Blade
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Eagle Rock Card 5:
Fiendish Black Dragon
Monster 6
Traits:
Dragon
Mythic
To Defeat:
Combat 29 The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.
Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

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

Eagle Rock Card 7:
Skinstitcher's Manual
Item 4
Traits:
Book
Magic
Corrupted
Mythic To Acquire:
Arcane
Craft
Divine
Knowledge 12 Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Eagle Rock Card 8:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Eagle Rock Card 9:
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.

Eagle Rock Card 10:
Mace of Smiting
Weapon 6
Traits:
Mace
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.

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

Molten Pool Card 1:
Blackaxe
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran To Acquire:
Strength
Melee 12 For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Molten Pool Card 2:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Molten Pool Card 3:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 4:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Molten Pool Card 5:
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

Molten Pool Card 6:
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.

Molten Pool Card 7:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Molten Pool Card 8:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Molten Pool Card 9:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 10:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Location #4: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None

Cavern Card 1 (Worm Demon):
Worm Demon
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10 The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_

Cavern Card 2:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Cavern Card 3:
Horned Demon
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26 The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

Cavern Card 4:
Temptation of Lucre
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.

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

Cavern Card 6:
Thylacine
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.

Cavern Card 7:
Mantle of Faith
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 15 Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Location #5: Abyssal River
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse, None

Location #6: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Canyon Card 2:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Canyon Card 3:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Canyon Card 4:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 5:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Canyon Card 6:
Sunsword
Weapon 6
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 7:
Temptation of Arms
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 weapons 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

Canyon Card 8:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Canyon Card 9:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 10:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Ascension o’clock
Displaying Banner of Valor at Cavern
Exploring Eagle Rock 1: Abyssal Army

Abyssal Army:
Henchman 6
Type: Barrier
Traits:
Army
Skirmish
Demon
Undead
Mythic
To Defeat:
Combat
Combat 40
OR Arcane
Knowledge
Divine
Acrobatics 23 The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
If defeated, you may immediately close thie location this henchman came from.

Recharging Pyromaniac Mage, using 1 mythic counter
Arcane 23: 1d20 + 12 + 1d6 + 1 ⇒ (19) + 12 + (5) + 1 = 37
The halfling marshal signaled the standardbearer. “Signal Uliah and Ramexes at the cavern. It’s time to attack!” Amaryllis and Blaine unleashed a furious blast of magic from the high ground to weaken the scouted army of demons.

Pausing for everyone else to defeat the Abyssal Army

Amaryllis wrote:

Hand: Scrying, Swipe, Life Leech, Sacred Prism, Frost Ray, Surgeon,

Displayed: Banner of Valor,
Deck: 14 Discard: 0 Buried: 0
Notes: Banner of Valor gives +1d8 vs Demons at Cavern
Ask before using: Swipe (discard for -3 to Combat difficulty)
Can use without asking: Surgeon (recharge to cure 1 card at my location); Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 at my location); Scrying (discard to examine top 3 cards of any location; topdeck/bottomdeck chosen type; shuffle rest back in); Swipe for army
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +6
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: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] 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's Deck Handler

Uliah hears the horn that signals it is time to attack the undead army, so he signals the Hrilga Shield-Maidens to form a defensive line while Uliah consecrates the ground to weaken the armies of undead demons.

Uliah will reveal Hrilga Shield Maiden to add +1d4+1 to his Divine check. Since the army is undead, his power adds +1d8 to his checks against it. Also, since the army is a demon, Uliah adds another +1d8 from Banner of Valor. I'm at 89%, but the check is very important, so I will use Nyctessa's Blessing of Ascension to add a die. Finally, Uliah will also display Divine Fortune to add another +1d6 to all checks at his location.

CtD Divine 23: 2d10 + 2d8 + 1d6 + 1d4 + 7 + 1 ⇒ (1, 5) + (1, 4) + (5) + (1) + 7 + 1 = 25

That was...too close to comfort. Ramexes will get to add +2d8+1d6 to his check against the army, and can display my Blessing of Lord in Iron and Hrilga Shield Maiden for an additional +9 if he wants to.

The army immediately notices Uliah's aura and begins surrounding and harassing him and his allies, which makes it difficult to complete the rite.

Thanks to a timely distraction by Nyctessa, however, he manages to pull it off and the effects of the consecrated ground significantly weaken the demon's.


Remember kill a monster examine next 3 cards deck handler

Ramexes looks at the advancing demon horde and smiles

Time to test my new blade

Recharging demonblade sword for 1d8+12+2d8+1d6+2 and force recharging dawnflowers light (with ramexes power it has divine trait) for 1d8 and fire then banner and Ulliah

combat 40: 6d8 + 14 + 2d6 ⇒ (5, 7, 3, 6, 5, 8) + 14 + (3, 4) = 55

Hand before Nyctessa check

"

Ramexes Haruspex wrote:

Hand: Blessing of pharasma, Soulshear, Find traps, Blessing of milani,

,
,
"
Displayed:
Deck: 14 Discard: 2 Buried: 0
"Notes:
"
Mythic Charges: 6 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +6
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: +6
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) ( XT5 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.

Dark Archive

Deck Handler

Discard BoAch and Find Traps from Ram.
Knowledge 23: 1d10 + 6 + 4 + 2 + 2d10 + 2d10 ⇒ (2) + 6 + 4 + 2 + (7, 1) + (10, 5) = 37

Nyctessa wrote:

Hand: Transmogrify, Samisen of Oracular Vision, Blessing of Qi Zhong, Animated Zombie, Hunger That Moves 6, Vampire Bat,

Displayed:
Deck: 8 Discard: 9 Buried: 0
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 6 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Gaining 1 mythic counter. Abyssal Army is banished. Eagle Rock is closed

With Uliah’s support, Ramexes mowed through the army. And Nyctessa knew how to stop the undead from just reforming. The army was defeated. Amaryllis let out a hearty cheer!

Discarding Scrying for monsters at Canyon. Examining Canyon 1: Demonic Cyclops, Canyon 2: Hunger That Moves, Canyon 3: Apprentice

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

Hunger That Moves:
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

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

Topdecking Hunger That Moves, Demonic Cyclops. Shuffling Apprentice back into Canyon
Arcane 12: 1d12 + 12 ⇒ (7) + 12 = 19
Scrying is recharged
From atop Eagle Rock, the sorcerer could farsee into the canyon. A cyclops was guarding the entrance, but luckily its one eye was fixed on a nearby half-elf. “We can sneak right past it!”

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Amulet of the Abyss, Swipe, Life Leech, Frostbite, Sacred Prism, Blessing of the Gods 3, Frost Ray, Surgeon,

Displayed: Banner of Valor,
Deck: 12 Discard: 0 Buried: 0
Notes: Banner of Valor gives +1d8 vs Demons at Cavern. Will use Surgeon/Sacred Prism when next with Nyctessa.
Ask before using: Blessing of the Gods (adds d12s); Swipe (discard for -3 to Combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain; Blessing for henchman; Blessing for closing; Swipe for villain/henchman
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +6
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: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] 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.


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 4, Uliah/Akaitora

Random Cards:

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

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

Spoiler:
Betrayal Demon
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.

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

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

Barriers
Spoiler:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Spoiler:
Deal with a Demon
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.

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

Spoiler:
Death by Pleasure
Barrier 6
Traits:
Obstacle
Magic
Mental
To Defeat:
Charisma
Diplomacy
Disable 15 Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

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

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

Spoiler:
Vorpal Blade
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
Mythic To Acquire:
Strength
Melee 17 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

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

Spoiler:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

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

Spells
Spoiler:
Form of the Dragon
Spell 6
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 15 Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

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

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

Spoiler:
Form of the Dragon
Spell 6
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 15 Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

Spoiler:
Ring of Reflection
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.

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

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

Spoiler:
Thorncrown of Iomedae
Item 6
Traits:
Accessory
Divine
Iomedae
Mythic To Acquire:
Wisdom
Divine 20 For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.

Allies
Spoiler:
Waxberry
Ally 5
Traits:
Halfling
Cleric To Acquire:
None 0 To acquire this card, summon and defeat the henchman Stringy Fiend.
Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

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

Spoiler:
Thylacine
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.

Spoiler:
Raconteur
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5 Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Spoiler:
Eliandra
Ally 6
Traits:
Celestial
Cleric To Acquire:
Charisma
Divine 16 Bury this card to redeem a card that has the Corrupted trait.
During any character's move step, you may give this card to any character.
Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

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

Location #1: 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

Great Hall Card 1:
Fly Demon
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Great Hall Card 2:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Great Hall Card 3:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Great Hall Card 4:
Lymirin Discourses
Item 2
Traits:
Book
Iomedae To Acquire:
Wisdom
Divine 9 Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Great Hall Card 5:
Force Sling +3
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Great Hall Card 6:
Druid of the Flame
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Great Hall Card 7:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Great Hall Card 8:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Great Hall Card 9:
Paralyze
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.

Great Hall Card 10:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location #2: Eagle Rock
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 #3: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Molten Pool Card 1:
Blackaxe
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran To Acquire:
Strength
Melee 12 For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Molten Pool Card 2:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Molten Pool Card 3:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 4:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Molten Pool Card 5:
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

Molten Pool Card 6:
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.

Molten Pool Card 7:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Molten Pool Card 8:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Molten Pool Card 9:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Location #4: Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None

Cavern Card 1 (Worm Demon):
Worm Demon
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10 The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_

Cavern Card 2:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Cavern Card 3:
Horned Demon
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26 The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

Cavern Card 4:
Temptation of Lucre
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.

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

Cavern Card 6:
Thylacine
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.

Cavern Card 7:
Mantle of Faith
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 15 Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Location #5: Abyssal River
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse, None

Location #6: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1 (Hunger That Moves):
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

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

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

Canyon Card 4:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Canyon Card 5:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 6:
Sunsword
Weapon 6
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 7:
Temptation of Arms
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 weapons 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

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

Canyon Card 9:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 10:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.


Uliah's Deck Handler

During Amaryllis turn, Uliah displayed Divine Fortune. At the end of her turn, he will attempt to recharge it, revealing Hrilga Shield-Maiden to add +1d4+1

Recharge Divine Fortune, Divine 13: 1d10 + 1d4 + 8 ⇒ (4) + (1) + 8 = 13

Starting Uliah's turn under Blessing of Ascension.

Moving out of Cavern is difficult and might land me in a closed location, so it's probably more productive for me to stay here.

Uliah will explore Cavern Card 1: Worm Demon. It is extremely dead just by being in the presence of Uliah with 1d6+2d8+10 Melee, but just for fun:

CtD Combat, Melee 10: 1d6 + 2d8 + 10 ⇒ (3) + (2, 7) + 10 = 22

Then I will discard Blessing of the Lord in Iron to explore again and encounter Card 2: Hunger that Moves! Eeek! I'm caught with my pants down, without a weapon.

BYA, Uliah and Ramexes need to make Acrobatics or Dexterity 13 check. Uliah can't make his, so he fails and takes some Combat Damage and discards the top card of his deck: Blessing of Gozreh.

BYA Combat Damage: 1d6 ⇒ 6

Uliah buries his Fortified Breastplate to reduce the damage dealt to 0.

Luckily, Blessing of the Lord in Iron adds a die to my Strength checks this exploration. I will also reveal Khralgor Half-Face to add 1d6, and Hrilga Shield-Maiden to add 1d4+1 to my Combat check. Then, I will discard Hrilga Shield Maiden to add 1d8 to my Combat check. Since the top card of the Blessing discard pile has the Basic trait, I add another 1d8. I'm going to spend 1 of my mythic charges to replace one of the 1d8's with a 1d20. Finally, I will reveal my Belt of Physical Might to add +2 to my Strength check.

CtD Combat, Melee 36: 1d20 + 2d6 + 1d8 + 1d4 + 11 + 2 + 1 ⇒ (18) + (4, 2) + (5) + (3) + 11 + 2 + 1 = 46

Ramexes receives 1 mythic counter. Then, I would like him to help out with the second Combat check, so I will pause my turn here.


Remember kill a monster examine next 3 cards deck handler

Ramexes takes damage from the bya 1d6 ⇒ 3

if I had remembered pharasma still in hand:
dexterity 13: 3d6 ⇒ (3, 1, 5) = 9 still hand wipe

Discards blessing of pharasma and milani and soulshear and top card of his deck Black robe

Amaryllis discards swipe and blessing to help Ramexes who punches with two mythic counters

melee combat 27: 2d20 + 7 + 3 + 3 ⇒ (16, 20) + 7 + 3 + 3 = 49

Mythic charge back to Ulliah

Ramexes Haruspex wrote:

Hand:

Displayed:
Deck: 14 Discard: 6 Buried: 0
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [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) ( XT5 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.


Uliah's Deck Handler

Thanks Ramexes! You saved my butt.

Uliah automatically succeeds at his check to close Cavern after revealing his Belt of Physical Might with 1d6+11 against DC 11. Cavern is now closed. When he closes, Uliah is moved to a random open location.

Random Open Location: 1d3 ⇒ 3

Uliah moves to the Canyon, then ends his turn and reset his hand..

Uliah wrote:

Hand: Khraigorr Half-Face, Restorative Touch, Blancher, Codex of Conversations, Belt of Physical Might, Major Cure,

Displayed: Fortified Breastplate,
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: 6 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +6
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: +6
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 ([ ]+1) and the Magic trait to your check ( [X] 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

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


Remember kill a monster examine next 3 cards deck handler

Ramexes moves from the cavern to 1d6 ⇒ 4 random other location means abyssal river yeah that works lets see if ramexes draws a cure spell

Yay major cure on Nyctessas turn he reveals it healing nyctessa for 1d4 + 1 ⇒ (2) + 1 = 3 and shuffling harbinger disciple back into his deck (of course i shuffle in the card I least wanted back in my deck)

Auto recharge divine 10

Ramexes Haruspex wrote:

Hand: Reveller, Ruby of charisma, Shortspear, Imp, Blessing of Isis,

Displayed:
Deck: 11 Discard: 5 Buried: 0
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [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) ( XT5 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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Arcane 10: 1d12 + 12 ⇒ (7) + 12 = 19
Swipe is recharged
Drawing Banner of Valor
From afar, Amaryllis magically bonked the monster with Iomedae's banner to help her friends at the Cavern.

Amaryllis wrote:

Hand: Amulet of the Abyss, Banner of Valor, Life Leech, Frostbite, Sacred Prism, Frost Ray, Surgeon,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Will use Surgeon/Sacred Prism when next with Nyctessa.
Ask before using:
Can use without asking: Banner of Valor (display at any location to add +1d8 vs Demons until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +6
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: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] 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.


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 6, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Elder Fire Demon
Monster 6
Traits:
Outsider
Demon
Aristocrat
Mythic
To Defeat:
Combat 33 The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.

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

Spoiler:
Cultist Archer
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_

Spoiler:
Immortal Ichor
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27 The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_

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

Barriers
Spoiler:
Magic Ray Fusillade
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18 If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Spoiler:
Rasping Rift Portal
Barrier 6
Traits:
Obstacle
Magic
Arcane
To Defeat:
Intelligence
Arcane
Knowledge
Divine 18 If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

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

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

Spoiler:
Unstable Accelerant
Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.

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

Spoiler:
Anarchy Hammer
Weapon 4
Traits:
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic To Acquire:
Strength
Melee 16 If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

Spells
Spoiler:
Elemental Bombardment
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

Spoiler:
Miracle
Spell 6
Traits:
Magic
Divine
Mythic To Acquire:
Wisdom
Divine 18 Bury this card and expend a mythic charge to summon and play a spell from the box.
After playing this card, if you do not have the Divine skill, banish it.

Spoiler:
Unearthly Aim
Spell 2
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 8 Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

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

Spoiler:
Horns of Naraga
Armor 6
Traits:
Light Armor
Magic
Corrupted
Mythic To Acquire:
Constitution
Fortitude 16 When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Items
Spoiler:
Boomcrown
Item 4
Traits:
Accessory
Magic
Attack
Veteran To Acquire:
Charisma
Divine 13 For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

Spoiler:
Iron Flask
Item 6
Traits:
Item
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

Spoiler:
Ring of Reflection
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.

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

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

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

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

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

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

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

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

Spoiler:
Blessing of 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.

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 24

Blessings Deck

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

Location #1: 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

Great Hall Card 1:
Fly Demon
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Great Hall Card 2:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Great Hall Card 3:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Great Hall Card 4:
Lymirin Discourses
Item 2
Traits:
Book
Iomedae To Acquire:
Wisdom
Divine 9 Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Great Hall Card 5:
Force Sling +3
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Great Hall Card 6:
Druid of the Flame
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Great Hall Card 7:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Great Hall Card 8:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Great Hall Card 9:
Paralyze
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.

Great Hall Card 10:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location #2: Eagle Rock
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 #3: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Molten Pool Card 1:
Blackaxe
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran To Acquire:
Strength
Melee 12 For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Molten Pool Card 2:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Molten Pool Card 3:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 4:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Molten Pool Card 5:
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

Molten Pool Card 6:
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.

Molten Pool Card 7:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Molten Pool Card 8:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Molten Pool Card 9:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Location #4: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Abyssal River
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse, Ramexes/Merisal, None

Location #6: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Canyon Card 1 (Hunger That Moves):
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

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

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

Canyon Card 4:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Canyon Card 5:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 6:
Sunsword
Weapon 6
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 7:
Temptation of Arms
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 weapons 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

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

Canyon Card 9:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 10:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Dark Archive

Deck Handler

Nyctessa watches as Ramexes appears from the mouth of a cave along the river. He approaches casting a healing spell and she begins to protest...yet as the magic was sent forth the abyssal river twisted it allowing it to stitch her wounds together.

"Hmmm, interesting effect on healing magic here. Thank you but there is little left for us along the river now." she begins to leave.

She begins to play the samisen to scry into the Great Hall.

Reveal top 3 cards of Great Hall. Move to Great hall and Recharge Vampire Bat to heal one card from discard. Blessing of Ascension.

Recharge Animated Zombie to draw Random Monster 1: Elder Fire Demon 6.

Forgo free exploration and Reveal Blessing of Qi Zhong to shuffle 1 card into deck, Cleric of Nethys. Then discard to explore.
Explore Great Hall Card 1: Fly Demon

Spoiler:

Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Recharge Transmogrify.
Difficulty Reduction: 1d10 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14
Arcane 16: 1d10 + 6 + 4 + 2 ⇒ (9) + 6 + 4 + 2 = 21
Banish Hunger That Moves.
Combat 11: 1d6 + 6d4 ⇒ (2) + (4, 3, 2, 4, 4, 2) = 21 Defeated/Acquired/BoQZ shuffled into deck.

Elder Fire Demon 6 and Fly Demon 6 discarded to damage.

Nyctessa wrote:

Hand: Ice and Fire, Bound Elemental, Blessing of Nethys, Animated Zombie, Cleric of Nethys, Abyssal Traveler's Kit, Blessing of Achaekek, Samisen of Oracular Vision, Acid Rain,

Displayed:
Deck: 11 Discard: 6 Buried: 0
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 6 Sideboard cards:

Samisen of Oracular Vision to examine the top 3 cards of Molten Pool.

Nyctessa wrote:

Hand: Ice and Fire, Bound Elemental, Blessing of Nethys, Animated Zombie, Cleric of Nethys, Abyssal Traveler's Kit, Blessing of Achaekek, Acid Rain,

Displayed:
Deck: 12 Discard: 6 Buried: 0
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 6 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o’clock
Moving to Great Hall
Burying Sacred Prism

Sacred Prism: 1d4 ⇒ 2
Nyctessa cures 2 cards. Recharging Surgeon. Nyctessa cures 1 random card
From her perch, Amaryllis saw Ramexes healing Nyctessa. “Let’s help too!” The surgeon Glissa used the sacred prism to cure the archmage.

Exploring Great Hall 2: Dragonbreath Bow

Dragonbreath Bow:
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Once inside the Great Hall, Amaryllis saw a wondrous bow...

Pausing to ask about blessings

Amaryllis wrote:

Hand: Amulet of the Abyss, Banner of Valor, Life Leech, Frostbite, Frost Ray,

Displayed:
Deck: 14 Discard: 1 Buried: 1
Notes:
Ask before using:
Can use without asking: Banner of Valor (display at any location to add +1d8 vs Demons until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +6
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: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] 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.


Box Runner

Going to post this update now in case I'm gone for rest of day. It is game update after Amaryllis moves/explore Greathall

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 7, Amaryllis/EmpTyger

Random Cards:

Monsters
Spoiler:
Cultist Archer
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_

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

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

Spoiler:
Xenarth
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 24 The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Deadlier than any shark, these rare mutations are infused with demon ichor_

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

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

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

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

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

Spoiler:
Unstable Accelerant
Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.

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

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

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

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

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

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

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

Spoiler:
Elemental Bombardment
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Breath of Life
Spell 5
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

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

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

Spoiler:
Immolation Cloak
Armor 6
Traits:
Light Armor
Magic
Mythic To Acquire:
Intelligence
Arcane 12 Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

Spoiler:
Mantle of Faith
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 15 Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Exorcism Kit
Item B
Traits:
Tool
Veteran To Acquire:
Wisdom
Divine 8 Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

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

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

Spoiler:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

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

Spoiler:
Fortune-Teller
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.

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

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

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

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

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

Spoiler:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Spoiler:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Spoiler:
Blessing of the Inheritor
Blessing 6
Traits:
Divine
Iomedae To Acquire:
Charisma 12
OR Divine 9 Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

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

Location #1: 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: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, None

Great Hall Card 1 (Dragonbreath Bow - Pending Resolution from amaryllis turn):
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

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

Great Hall Card 3:
Lymirin Discourses
Item 2
Traits:
Book
Iomedae To Acquire:
Wisdom
Divine 9 Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Great Hall Card 4:
Force Sling +3
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Great Hall Card 5:
Druid of the Flame
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Great Hall Card 6:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Great Hall Card 7:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Great Hall Card 8:
Paralyze
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.

Great Hall Card 9:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Molten Pool Card 1 (Blackaxe):
Blackaxe
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran To Acquire:
Strength
Melee 12 For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Molten Pool Card 2 (Temptation of Favor):
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Molten Pool Card 3 (Hunger That Moves):
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 4:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Molten Pool Card 5:
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

Molten Pool Card 6:
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.

Molten Pool Card 7:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Molten Pool Card 8:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Molten Pool Card 9:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Location #4: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Abyssal River
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal, None

Location #6: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Canyon Card 1 (Hunger That Moves):
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

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

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

Canyon Card 4:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Canyon Card 5:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 6:
Sunsword
Weapon 6
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 7:
Temptation of Arms
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 weapons 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

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

Canyon Card 9:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 10:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Amaryllis cannot make a DEX/Ranged 15 check. Dragonbreath Bow is banished.

But the bow was just too big for the halfling.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Amulet of the Abyss, Banner of Valor, Life Leech, Frostbite, Blessing of the Gods 2, Wall of Fire, Frost Ray, Blessing of Iomedae,

Displayed:
Deck: 11 Discard: 1 Buried: 1
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if non-Combat CHA)
Can use without asking: Blessing if would recharge; Blessimg for Boon 6; Blessing for henchman/villain/closing; Banner of Valor (display at any location to add +1d8 vs Demons until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +6
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: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] 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's Deck Handler

Starting Uliah's turn under Blessing of Nethys.

I think we are doing very well on time, so I won't explore canyon until later when we might be able to move the henchman so that it's not at the top to try and get more boons.

During Uliah's move step, he will move to the Molten Pool. At the end of his move step, he will recharge Restorative Touch to recharge a random card from his discard pile: Blessing of the Lord in Iron.

Then he will explore to encounter Molten Pool Card 1: Blackaxe. Uliah reveals his Belt of Physical Might to add 2 to his Stregnth check and auto-acquires the weapon with his 1d6+13 Melee.

Before resetting his hand, Uliah will discard Blackaxe and Codex of Conversations. Then he will cast Major Cure on himself.

Heal: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Recharge Major Cure, Divine 10: 1d10 + 7 ⇒ (3) + 7 = 10

Then, Uliah ends his turn and resets his hand.

Uliah wrote:

Hand: Khraigorr Half-Face, Blessing of the Lord in Iron (ADV 5), Blancher, Blessing of Gozreh (ADV 1), Belt of Physical Might, Bound Lantern Archon (ADV 2),

Displayed:
Deck: 15 Discard: 0 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: 6 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +6
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: +6
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 ([ ]+1) and the Magic trait to your check ( [X] 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

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


Remember kill a monster examine next 3 cards deck handler

Ramexes moves to the molten pool and refusres the temptation of favour

Discards imp to draw cure and scrying

Casts cure on himself healing 1d4 + 1 ⇒ (2) + 1 = 3

shufflrs in imp black robe and blessing of pharasma

casts scry declaring monster on molten pool

leaves hunger that moves on top of insane Bythos and shuffles rest to the deck to follow

Ends turn

Ramexes Haruspex wrote:

Hand: Reveller, Ruby of charisma, Imp, Shortspear, Bolstering armour, Blessing of Isis,

Displayed:
Deck: 12 Discard: 3 Buried: 0
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [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) ( XT5 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.


Ends turn


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 10, Nyctessa/agent_eclipse

Random Cards:

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

Spoiler:
Mercenary
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_

Spoiler:
Lost Soul
Monster 3
Traits:
Undead
To Defeat:
Combat 19 The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_

Spoiler:
Stone Golem
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_

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

Barriers
Spoiler:
Flensing Walls
Barrier 6
Traits:
Obstacle
Magic
To Defeat:
Arcane
Divine 20
OR Disable 17 Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

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

Spoiler:
Verminous Symbols
Barrier 6
Traits:
Trap
Magic
Arcane
To Defeat:
Constitution
Fortitude
Wisdom 17
OR Disable 15 If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Spoiler:
Deal with a Demon
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.

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

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

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

Spoiler:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

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

Spoiler:
Holy Glaive of Speed
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

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

Spoiler:
Death's Touch
Spell 5
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

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

Spoiler:
Elemental Bombardment
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Decemvirate Helm
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Ring of Reflection
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.

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

Spoiler:
Staff of the Heirophant
Item 6
Traits:
Staff
Magic
Divine
Mythic To Acquire:
Wisdom
Divine 17 Reveal this card and recharge a spell that has the Divine trait to add 1d8 to any check by a character at your location.
Display this card. While displayed, when you recharge a spell that has the Divine trait after playing it, you may expend a mythic charge to put that spell on top of this card. At the end of the turn, put this card and any cards on it on top of your deck.

Allies
Spoiler:
Chevalier
Ally 6
Traits:
Halfling
Aristocrat To Acquire:
Charisma
Diplomacy 9 Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.

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

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

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 20

Blessings Deck

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

Location #1: 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: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, None

Great Hall Card 1 (Explosive Runes):
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

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

Great Hall Card 3:
Force Sling +3
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Great Hall Card 4:
Druid of the Flame
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Great Hall Card 5:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Great Hall Card 6:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Great Hall Card 7:
Paralyze
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.

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

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

Molten Pool Card 1 (Hunger That Moves):
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 2 (Insane Bythos):
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

Molten Pool Card 3:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Molten Pool Card 4:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 5:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Molten Pool Card 6:
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.

Molten Pool Card 7:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Molten Pool Card 8:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Location #4: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Abyssal River
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: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1 (Hunger That Moves):
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

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

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

Canyon Card 4:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Canyon Card 5:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 6:
Sunsword
Weapon 6
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 7:
Temptation of Arms
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 weapons 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

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

Canyon Card 9:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 10:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.


Remember kill a monster examine next 3 cards deck handler

Amended hand due to amended imp text

Ramexes Haruspex wrote:

Hand: Reveller, Ruby of charisma, Shortspear, Bolstering armour, Blessing of Isis, Wayfarer,

Displayed:
Deck: 12 Discard: 3 Buried: 0
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [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) ( XT5 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.

Dark Archive

Deck Handler

Explore Great Hall Card 1: Explosive Runes.
Auto-defeat.

Discard Animated Zombie to Explore Card 2: Lymirin Discourses

Spoiler:

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

Wisdom 9: 1d8 + 3 ⇒ (4) + 3 = 7 Failed.

Discard Blessing of Nethys to Examine/Rearrange Top 2 Cards: Force Sling +3 (Card 3) and Druid of the Flame (Card 4). Explore Card 4.
Auto-Acquire.

Discard Cleric of Nethys to Examine/Rearrange Top 2 Cards: Force Sling +3 (Card 3) and Wand of Sacred Weapon (Card 5). Explore Card 5.
Wisdom 10: 1d8 + 3 ⇒ (7) + 3 = 10

End Turn discarding Wand and resetting hand.

Nyctessa wrote:

Hand: Ice and Fire, Bound Elemental, Blessing of Achaekek, Blessing of Ascension, Blessing of Qi Zhong, Abyssal Traveler's Kit, Druid of The Flame, Vampire Bat, Acid Rain,

Displayed:
Deck: 13 Discard: 7 Buried: 0
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 6 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Abadar o’clock
Exploring Great Hall 3: Force Sling +3

Force Sling +3:
Weapon 6
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Discarding Blessing of Iomedae
DEX 10: 2d8 + 3 ⇒ (3, 6) + 3 = 12
Force Sling +3 is acquired
Amaryllis scooped up the magic sling which Nyctessa found. “These are some mighty hard bullets!”

Discarding Blessing of the Gods to explore Great Hall 6: Gashgelag

Gashgelag:
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Summoning Favored of Deskari
Favored of Deskari:
Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

Displaying Banner of Valor at Great Hall. Discarding Frost Ray, expending 1 mythic counter, using 2 mythic counter
Combat 35: 1d20 + 11 + 2d6 + 1d8 ⇒ (11) + 11 + (4, 2) + (6) = 34
Discarding Frostbite to reroll
Combat 35: 1d20 + 11 + 2d6 + 1d8 ⇒ (19) + 11 + (4, 1) + (6) = 41
Combat 35: 1d20 + 11 + 2d6 + 1d8 ⇒ (18) + 11 + (5, 6) + (5) = 45
Arcane 8: 1d12 + 9 ⇒ (11) + 9 = 20
Frost Ray is recharged. Nyctessa gains 1 mythic counter. Favored of Deskari is banished. Gaining 1 mythic counter.
At the end of the Hall sat Gashgelag himself. “Ooh you’re a dinosaur? Neato! Can we be friends?” Gashgelag roared. “Only if you beat my champion!”
The sorcerer advanced forward bearing the banner of valor to meet the champion in single combat. Amaryllis took aim, fired a frost ray- which missed, ricocheting off the banner’s pole. Her counterpart sneered. “Unfortunately for you, Deskari has granted me the power of misfortune!” Amaryllis was worried at first, but her heroism took over. “Oh yeah? Well I’m a marshal of Fortune!” The demon had stood too close to the banner, and his skin was touching the now frozen standard. Nyctessa and Gashgelag watched the epic fight between luck and unluck until ultimately the luckmage proved victorious.

Using Banner of Valor. Nyctessa discards a blessing
Acrobatics 16: 2d8 + 5 + 1d8 ⇒ (5, 7) + 5 + (4) = 21
Revealing Amulet of the Abyss to prevent 2 Fire damage
Nyctessa must make a Acrobatics 16 check and take 2 Fire damage or else take 2d4 Fire damage

“So now we can be fri... Hey!” Gashgelag interrupted with a huge bellow of fire. Amaryllis was able to leap out of the way, enough that her amulet could protect her. But she didn’t think Nyctessa got away in time. “That’s not fair!”

Using Banner of Valor
Fortitude 12: 1d8 + 4 + 1d8 ⇒ (4) + 4 + (8) = 16
Discarding Life Leech, recharging Amulet of the Abyss, using Banner of Valor, using 2 mythic counters
Combat 40: 1d20 + 10 + 2d4 + 1d20 + 1d20 ⇒ (11) + 10 + (2, 3) + (5) + (7) = 38
Discarding Force Sling +3 to reroll
Combat 40: 1d20 + 10 + 2d4 + 1d20 + 1d20 ⇒ (14) + 10 + (4, 3) + (16) + (11) = 58
Nyctessa receives 1 mythic counter
Life Leech cure: 1d4 + 1 ⇒ (1) + 1 = 2
Blessing of the Gods, Blessing of the Gods are cured
Arcane 15: 1d12 + 8 ⇒ (3) + 8 = 11
Life Leech remains discarded. Great Hall is closed. Drawing Banner of Valor. Uliah reveals Khraigorr Half-Face to shuffle Gashgelag into Molten Pool. Gaining 1 mythic counter
Gashgelag roared and stomped, making the entire hall shake, but Amaryllis clung to the standard and refused to be cowed. “You’re not a nice dinosaur. You’re an evil dinosaur!” The sorcerer unleashed a tempest of luckmagic, siphoning the monster’s vitality away. The demon was enraged and prepared to charge at her, but luckily it slipped on a force bullet, skidding to a halt and giving Amaryllis time to finish casting. Khraigorr let out a feral scream and Gashgelag ran at the barbarian, disappearing into the molten pool.

Recharging Banner of Valor to recharge Blessing of Iomedae.
Ending turn

Arcane 15: 1d12 + 9 ⇒ (9) + 9 = 18
Life Leech is recharged. Resetting hand
Arcane 7: 1d12 + 9 ⇒ (1) + 9 = 10
Frostbite is recharged

Amaryllis wrote:

Hand: Stole of the Inheritor, Blessing of the Gods 2, Blessing of the Gods 1, Amulet of the Abyss, Boots of Elvenkind, Wall of Fire, Dimension Leap, Pyromaniac Mage,

Displayed:
Deck: 12 Discard: 1 Buried: 1
Notes:
Ask before using: 2 Blessings of the Gods (adds d12s)
Can use without asking: Blessing if would recharge; Blessimg for Boon 6; Blessing for henchman/villain/closing; Dimension Leap (discard at start of encounter to move Amaryllis to/from encounter location)
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +3
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: +3
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] 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.


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 12, Uliah/Akaitora

Random Cards:

Monsters
Spoiler:
Immortal Ichor
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27 The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_

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

Spoiler:
Fly Demon
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

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

Spoiler:
Black Flame Vrolikai
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 25 The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before the encounter, roll 1d4; on a 1, bury your role card.
If undefeated, bury your role card.

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

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

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

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

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

Weapons
Spoiler:
Heavy Pick +2
Weapon 4
Traits:
Pick
Melee
Piercing
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

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

Spoiler:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

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

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

Spells
Spoiler:
Unearthly Aim
Spell 2
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 8 Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

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

Spoiler:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Meteor Swarm
Spell 6
Traits:
Magic
Arcane
Attack
Bludgeoning To Acquire:
Intelligence
Arcane 15 For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 check to recharge this card instead of discarding it.

Spoiler:
Death's Touch
Spell 5
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

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

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

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

Spoiler:
Horns of Naraga
Armor 6
Traits:
Light Armor
Magic
Corrupted
Mythic To Acquire:
Constitution
Fortitude 16 When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Fortune's Arrow
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.

Spoiler:
Holy Phylactery
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.

Spoiler:
Evocation Staff
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.

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

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

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

Spoiler:
Lann
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.

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

Spoiler:
Belthis Loumis
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9 Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

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

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

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

Spoiler:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 4 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 11 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 12 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 15 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 16 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 17 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 18 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Great Hall
Closed
At This Location: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, None

Location #2: Eagle Rock
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: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, Villain, Hunger that moves, Insane Bythos

Molten Pool Card 1:
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

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

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

Molten Pool Card 4:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 5:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Molten Pool Card 6:
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.

Molten Pool Card 7:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Molten Pool Card 8:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 9:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Location #4: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Abyssal River
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: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1 (Hunger That Moves):
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

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

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

Canyon Card 4:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Canyon Card 5:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 6:
Sunsword
Weapon 6
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 7:
Temptation of Arms
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 weapons 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated.
After you act, banish this barrier.

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

Canyon Card 9:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 10:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Dark Archive

Deck Handler
Nyctessa wrote:

Hand: Ice and Fire, Blessing of Achaekek, Blessing of Qi Zhong, Abyssal Traveler's Kit, Druid of The Flame, Vampire Bat, Acid Rain,

Displayed:
Deck: 14 Discard: 8 Buried: 1
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 8 Sideboard cards:

Blessing of Ascension discard. Bound Elemental recharged to reduce fire damage to 0.


Uliah's Deck Handler

Starting Uliah's turn under Blessing of Shelyn.

At the start of his turn, Uliah takes 1 Fire Damage from standing on lava. He will discard Blessing of Gozreh for it.

Then, Uliah is going to move to Canyon, since only him would be hit by the Hunger that Moves right now.

Uliah will forfeit his free exploration and instead discard Blessing of the Lord in Iron to explore and encounters Canyon Card 1: Hunger that Moves. He can't take a chance with the BYA, so he will ask Nyctessa to discard Blessing of Achaekek for +2 dice, and Amaryllis to discard BotG for + 1d12.

BYA Dexterity 13: 1d12 + 3d6 + 2 ⇒ (10) + (4, 1, 2) + 2 = 19

Seeing Amaryllis and Nyctessa bravely fight off the gargantuan beast inspires Uliah to chase off The Hunger that Moves at the Canyon. Thanks to his friends' valor, Uliah even figures out how to evade the Hunger's ambushing attacks and close in to strike.

Uliah discards his Belt of Physical Might as Combat damage. For his combat check, Uliah reveals Blancher to use his Melee + 2d6+4, and another +4 from his Wisdom modifier after revealing a Weapon. Blessing of the Lord in Iron is in effect and adds a die to his check. Uliah reveals Bound Lantern Archon to add + 1d4+1 to his Combat check, and Kraihgorr Half-face to add another 1d6. Finally, I'll spend 1 Mythic charge to get myself above 90%.

CtD Combat, Melee 36: 1d20 + 4d6 + 1d4 + 11 + 4 + 4 + 1 ⇒ (11) + (1, 2, 2, 2) + (4) + 11 + 4 + 4 + 1 = 42

All those d6's and not a single 6. For the second check, all the same cards and powers apply, except Uliah now has 5 mythic counters and I will not spend a Mythic Counter.

CtD Combat, Melee 30: 5d6 + 1d4 + 10 + 4 + 4 + 1 ⇒ (3, 5, 2, 4, 1) + (3) + 10 + 4 + 4 + 1 = 37

After an intense battle, Uliah manages to end the aberration's existence. Uliah stops to pray to Sarenrae for Strength, hoping to create a binding circle strong enough to temporarily trap their target until the rest of the party can dispose of it.

Trying to acquire the bottom card of the Blessing deck: Blessing of Ascension. Womp womp. At least it is automatically acquired and Canyon is closed!

Uliah wrote:

Hand: Khraigorr Half-Face, (Acquired)Blessing of Ascension, Blancher, Blessing of the Qi Zhong (ADV 3), (Acquired)Blackaxe, Bound Lantern Archon (ADV 2),

Displayed:
Deck: 13 Discard: 3 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:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +5
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 [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 ([ ]+1) and the Magic trait to your check ( [X] 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

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


Remember kill a monster examine next 3 cards deck handler

Discards reveller due to fire damage at start of his turn

Explores finding the insane bythos

Buries reveller to evade

buries imp to explore again 1d9 ⇒ 9

Iron shackles banished

discards wayfarer

1d8 ⇒ 6

buries blessing of isis to acquire

Ramexes Haruspex wrote:

Hand: Black robe, Ruby of charisma, Harbinger disciple, Shortspear +3, Bolstering armour, Blessing of Xoveron,

Displayed:
Deck: 9 Discard: 3 Buried: 3
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [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) ( XT5 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.

Dark Archive

Deck Handler

Hand Update. Will take turn when I get home and have time to concentrate on it.

Nyctessa wrote:

Hand: Ice and Fire, Blessing of Qi Zhong, Abyssal Traveler's Kit, Druid of The Flame, Vampire Bat, Acid Rain,

Displayed:
Deck: 14 Discard: 9 Buried: 1
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 8 Sideboard cards:


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 14, Nyctessa/agent_eclipse

Random Cards:

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

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

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

Spoiler:
Xenarth
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 24 The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Deadlier than any shark, these rare mutations are infused with demon ichor_

Spoiler:
Fiendish Black Dragon
Monster 6
Traits:
Dragon
Mythic
To Defeat:
Combat 29 The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.
Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.

Barriers
Spoiler:
Deal with a Demon
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.

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

Spoiler:
Magic Ray Fusillade
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18 If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

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

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

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

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

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

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

Spoiler:
Dragonbreath Bow
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Spells
Spoiler:
Form of the Dragon
Spell 6
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 15 Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

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

Spoiler:
Time Stop
Spell 6
Traits:
Magic
Arcane
Mythic To Acquire:
Intelligence
Arcane 20 Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
After playing this card, if you do not have the Arcane skill, banish it.

Spoiler:
Meteor Swarm
Spell 6
Traits:
Magic
Arcane
Attack
Bludgeoning To Acquire:
Intelligence
Arcane 15 For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 check to recharge this card instead of discarding it.

Spoiler:
Paralyze
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.

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

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

Spoiler:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Items
Spoiler:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

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

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

Spoiler:
Pauper's Thighbone
Item 3
Traits:
Item
Mythic To Acquire:
Banish an Item 0 Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

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

Allies
Spoiler:
Eliandra
Ally 6
Traits:
Celestial
Cleric To Acquire:
Charisma
Divine 16 Bury this card to redeem a card that has the Corrupted trait.
During any character's move step, you may give this card to any character.
Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.

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

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

Spoiler:
Thylacine
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.

Spoiler:
Druid of the Storm
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9 Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

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

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

Spoiler:
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

Top of Blessing Discard Pile:

Blessing of Baphomet:
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.

Blessings Remaining: 15

Blessings Deck

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

Location #1: Great Hall
Closed
At This Location: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, None

Location #2: Eagle Rock
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: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ramexes/Merisal, Villain, Hunger that moves, Insane Bythos

Molten Pool Card 1:
Insane Bythos
Monster 6
Traits:
Outsider
To Defeat:
Combat 26 The Insane Bythos is immune to the Cold and Poison traits.
Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
If undefeated, advance the blessings deck.

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

Molten Pool Card 3:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 4:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Molten Pool Card 5:
Hunger That Moves
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Molten Pool Card 6:
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Molten Pool Card 7:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Location #4: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Abyssal River
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: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None

Dark Archive

Deck Handler

Let's see if it goes through this time.

Move to Molten Pool and Explore Card 1: Insane Bythos (Here we go!).

Role Cards are shuffled! Nyctessa 1, Amaryllis 2, Uliah 3, Ramexes 4.
Nyctessa: 1d4 ⇒ 3 Receiving Uliah's Role.
Amaryllis: 1d4 ⇒ 1 Receiving Nyctessa's Role.
Uliah: 1d4 ⇒ 2 Receiving Amaryllis's Role.
Leaving Ramexes with his own role card again.

Recharge Ice and Fire (Choosing Fire damage).
Combat 26: 1d10 + 8 + 4 + 2 + 2d8 + 3 ⇒ (9) + 8 + 4 + 2 + (5, 2) + 3 = 33 Defeated! Nothing else special happens because I am no longer a necromancer.

Role Cards are returned.

Nyctessa moves to support Ramexes against some horror that threatened the sanity of the group. She was curious more than scared so moved forward without heeding any warnings. What she saw was difficult to describe, an undulating mass energy that took the countless forms. As the forms of her companions...and herself flashed across the blob her powers shifted...she felt divine energy coursing through her. The feeling was intense as her undead nature rejected it.

I will have to do without calling upon my minions for this...they will not hear my call. Ugh...what is this urge to do good. Is this what Uliah thinks about?

She quickly called forth flames to burn away at the images reaching out...and one by one as they were burned away her powers returned to normal.

"That was terrible. Did it affect you Ramexes? I half expected you to begin bouncing around joyfully like our sorcerous friend." she laughs as the remains of the creature warms them. She attempts to resurrect but cannot instead kicks it aside and continues on.

Reveal Blessing of Qi Zhong to shuffle Animated Zombie into deck. Then Discarding to Explore Card 2: Explosive Runes.
Auto-defeat.

Discard Vampire Bat to Examine Card 3: Spiritwalk Armor.
Cannot acquire so I will not explore leaving it on top.

Her journey leads her through a warded crevice where she simply waves away the arcane runes and the she sends up her bat familiar which spots a gleaming set of armor within the pools. She decided to leave that for the other members of the party.

"I don't do heavy lifting. The others should be along soon now."

End Turn discarding Abyssal Traveler's Kit. Resetting Hand.

Nyctessa wrote:

Hand: Ice Chemist, Fly Demon 6, Blessing of The Lady of Graves, Fire Barrage, Helm of Electric Radiance, Create Mindscape, Druid of The Flame, Samisen of Oracular Vision, Acid Rain,

Displayed:
Deck: 8 Discard: 11 Buried: 1
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 8 Sideboard cards:

Displaying Create Mindscape at location. Add 1d4 to WIS/CHA/INT checks at this location.

Recharge Samisen of Oracular Vision to examine the top 3 cards of Molten Pool. Spritwalker Armor, Drake Rider, Hunger that Moves.

As the others start to arrive she pulls out her samisen once again and begins to play. Divination portals appear giving glimpses of what the pools hold ahead and her magic radiates through the music empowering the others as well.

Something about the music put her at ease. Was she going soft...not completely.

Nyctessa wrote:

Hand: Ice Chemist, Fly Demon 6, Blessing of The Lady of Graves, Fire Barrage, Helm of Electric Radiance, Druid of The Flame, Acid Rain,

Displayed: Create Mindscape,
Deck: 9 Discard: 11 Buried: 1
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 8 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Deskari o'clock
Moving to Molten Pool
Exploring Molten Pool 3: Spiritwalk Armor

Spiritwalk Armor:
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Fortitude 11: 1d8 + 4 ⇒ (2) + 4 = 6
Spiritwalk Armor is banished
Amaryllis was heading to the molten pool when she saw some ghostly armor, and a sudden chill passed through the marshal. All of a sudden the dead monsters were looking... rather huggable? The halfling shook her head to clear it. "That was weird!" Amaryllis shied away from the armor. "I'm going to leave spirit things for Nyctessa!"

Discarding Pyromaniac Mage to explore Molten Pool 4: Drake Rider

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

Displaying Wall of Fire, using Nyctessa's displayed Create Mindscape
Combat 21: 1d12 + 9 + 2d6 + 1d4 ⇒ (1) + 9 + (1, 5) + (1) = 17
Fire damage and Fire damage for rerolling: 1d4 + 1d4 ⇒ (1) + (3) = 4
Revealing Stole of the Inheritor to prevent 1 damage. Revealing Amulet of the Abyss to prevent 3 Fire damage.
Combat 21: 1d12 + 9 + 2d6 + 1d4 ⇒ (2) + 9 + (6, 5) + (4) = 26
Using Wall of Fire, using Nyctessa's displayed Create Mindscape
Combat 23: 1d12 + 9 + 2d6 + 1d4 ⇒ (6) + 9 + (5, 3) + (2) = 25
Drake Rider is banished
Blaine shouted a warning. A dragon rider was coming at them! The sorcerer made the molten lava erupt into a wall of fire to protect everyone. The dragon was incinerated, but the rider leapt clear! The demon was blazing with fire, and struck at Amaryllis, but her armor and amulet protected her. The sorcerer quickly reformed her wall, and this time the rider could not escape.

Discarding Blessing of the Gods to explore Molten Pool 5: Hunger That Moves

Hunger That Moves:
Henchman 6
Type: Monster
Traits:
Outsider
To Defeat:
Combat 36
THEN Combat 30 The Hunger That Moves is immune to the Poison trait.
Before you act, each character at your location attempts an Acrobatics or Dexterity 13 check. Each character who succeeds is dealt 1 Combat damage; each character who fails is dealt 1d6 Combat damage and discards the top card of his deck.
On each check to defeat, if you succeed at an Knowledge 18 check, or if the check has the Force trait, add 5.
If undefeated, bury your discard pile. If defeated, you may attempt to close the location this henchman came from.

Revealing Boots of Elvenkind
Acrobatics 13: 2d8 + 5 ⇒ (2, 3) + 5 = 10
Fire damage: 1d6 ⇒ 2
Revealing Stole of the Inheritor to prevent 2 damage. Discarding Frost Ray from deck
Ramexes and Nyctessa have to make a DEX/Acrobatics 13 check and take 1 Fire damage, or else take 1d6 Fire damage and discard the top card of their deck.

Something was stirring in the pool. Not Gashgelag, but something hungry. It emerged with an eruption of lava that showered over the whole party. Even Amaryllis couldn't jump out of the way in time.

Pausing to discuss if someone can take another combat

Amaryllis wrote:

Hand: Stole of the Inheritor, Amulet of the Abyss, Boots of Elvenkind, Dimension Leap,

Displayed: Wall of Fire,
Deck: 11 Discard: 5 Buried: 1
Notes:
Ask before using:
Can use without asking: Dimension Leap (discard at start of encounter to move Amaryllis to/from encounter location)
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +3
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: +3
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] 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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Using Wall of Fire, using 3 mythic counters, using Nyctessa's displayed Create Mindscape

Combat 36: 1d20 + 9 + 2d20 + 1d4 ⇒ (4) + 9 + (5, 7) + (3) = 28
Discarding Dimension Leap to reroll
Combat 36: 1d20 + 9 + 2d20 + 1d4 ⇒ (11) + 9 + (19, 4) + (3) = 46
Nyctessa receives 1 mythic counter.
Nyctessa will take the Combat 30 check

Amaryllis intensified her firewall, but the monster broke through! Luckily she was able to dimension door back and reform the wall. "Nyctessa, please help! I don't think I can keep it out!" The marshal held the wall up as long as she could, her heroism the only thing keeping the monster at bay, hoping help would come soon...

If Nyctessa passes the check:

Hunger That Moves is banished.
Closing Molten Pool: Molten Pool does 7 Fire damage
Revealing Stole of the Inheritor to prevent 2 Fire damage. Revealing Amulet of the Abyss to prevent 4 Fire damage. Discarding Stole of the Inheritor for 1 Fire damage
Non-villain cards at Molten Pool are banished. Molten Pool remains open

Nyctessa came in time! With the wizard's help, Amaryllis pushed the monster back and back into the pool, until there was a mighty explosion! The pool emptied in an explosion of lava, which singed Amaryllis's armor. From the barren pool roared Gashgelag, revealed, cornered... and angry.

If Nyctessa fails the check:

Hunger That Moves is shuffled back into Molten Pool
Discarded cards are buried.

Amaryllis had a horrified look on her face. Nyctessa came too late, and the monster started eating the halfling's troops!

Ending turn. Using Nyctessa's displayed Mindscape
Arcane 13: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11
Wall of Fire is discarded. Using Nyctessa's displayed Mindscape
Arcane 8 or 13: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9
Frost Ray is recharged/Wall of Fire remains discarded (depending on whether Nyctessa succeeded). Resetting hand. Revealing Swallowtail Bracers, using Nyctessa's displayed Mindscape
Arcane 13: 1d12 + 6 + 1 + 1d4 ⇒ (10) + 6 + 1 + (2) = 19
Wall of Fire is recharged

Amaryllis wrote:

Hand: Swallowtail Bracers, Swipe, Surgeon, Amulet of the Abyss, Boots of Elvenkind, Scrying, Blessing of the Gods 3, Ataxian,

Displayed:
Deck: 6 Discard: 7 Buried: 1
Notes: Can take the Fortitude villain check
Ask before using:
Can use without asking: Blessing of the Gods (adds d12s); Swipe (-3 to Combat difficulty); Surgeon (cure 1 card at my location); Scrying (examine top 3 cards of any location, topdeck/bottomdeck chosen type, shuffle rest back in)
Mythic Charges: 0

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +0
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: +0
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] 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.

Dark Archive

Deck Handler

Damage: 1d6 ⇒ 1 Recharge Helm of Electric Radiance to reduce damage by 2.
Bound Lantern discarded from top of deck.

Nyctessa wrote:

Hand: Ice Chemist, Fly Demon 6, Blessing of The Lady of Graves, Fire Barrage, Druid of The Flame, Acid Rain,

Displayed: Create Mindscape,
Deck: 9 Discard: 12 Buried: 1
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 9 Sideboard cards:

Knowledge 18: 1d10 + 9 + 4 + 2 ⇒ (6) + 9 + 4 + 2 = 21

Recharge Acid Rain, Banish Fly Demon, Knowledge Check.
Combat 30: 1d10 + 9 + 4 + 2 + 3d6 + 9 + 6d4 + 5 ⇒ (4) + 9 + 4 + 2 + (4, 3, 4) + 9 + (4, 2, 2, 4, 2, 3) + 5 = 61 Oh. That auto-defeats.

Out of curiosity since I took the last check does that proc my abilities?


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Favored of Deskari

Favored of Deskari:

Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

During This Scenario: • Locations cannot be temporarily closed.
• Display Champions of Mendev

COHORT Khraigorr Half-Face:

Cohort 6
Traits: Barbarian Human
Reveal this card to add 1d6 to your combat check or to your check to acquire an ally. When Gashgelag is defeated and would escape, reveal this card to shuffle him into your location deck instead.

Additional Rules: Displayed next to scenario: None

Champions of Mendev (If displayed this scenario):

While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 16, Uliah/Akaitora

Random Cards:

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

Spoiler:
Deacon of Death
Monster 4
Traits:
Outsider
To Defeat:
Combat 30 The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_

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

Spoiler:
Slimy Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 22 The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
These froglike fiends are deployed as shock troops or tasked with guarding slaves_

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

Barriers
Spoiler:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

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

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

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

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

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

Spoiler:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Infinite Rod
Weapon 6
Traits:
Club
Melee
Magic To Acquire:
Strength
Melee 13
OR Arcane
Divine 15 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.

Spoiler:
Master's Lash
Weapon 6
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee
Dexterity 16 For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

Spells
Spoiler:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Steal Mythic Power
Spell 5
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
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 16 check to recharge this card instead of discarding it.

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

Spoiler:
Hellmouth Lash
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.

Spoiler:
Breath of Life
Spell 5
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Armors
Spoiler:
Tarnhelm
Armor 6
Traits:
Heavy Armor
Magic
Mythic To Acquire:
Constitution
Fortitude 20 Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Mantle of Faith
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 15 Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Boomcrown
Item 4
Traits:
Accessory
Magic
Attack
Veteran To Acquire:
Charisma
Divine 13 For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

Spoiler:
Exorcism Kit
Item B
Traits:
Tool
Veteran To Acquire:
Wisdom
Divine 8 Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

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

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

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

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

Spoiler:
Pegasus
Ally 3
Traits:
Animal
Mount To Acquire:
Wisdom
Survival 11 At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.

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

Spoiler:
Chevalier
Ally 6
Traits:
Halfling
Aristocrat To Acquire:
Charisma
Diplomacy 9 Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.

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

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

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

Spoiler:
Blessing of the Inheritor
Blessing 6
Traits:
Divine
Iomedae To Acquire:
Charisma 12
OR Divine 9 Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 13

Blessings Deck

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

Location #1: Great Hall
Closed
At This Location: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Eagle Rock
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: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, Villain, Hunger that moves, Insane Bythos

Molten Pool Card 1 (Gashgelag):
Gashgelag
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.
Location #4: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Abyssal River
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: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None


Box Runner

I'm assuming victory is immenent so I'll post rewards now while the group finishes the villain

Development:
After your victory over the fearsome Gashgelag, Khraigorr
has welcomed you as honorary Hornbreakers. This is a
tremendous honor, and you long to stay with the barbarians and
reclaim the steppes. However, you are confident the mammoth
riders can take command of their own lands. You have battles
ahead farther into the Worldwound. Undarin, Areelu Vorlesh’s
fortress, is over the Riftshadow.

While your champions will follow you anywhere to win this war,
there’s some dissent over whether you can survive a direct assault
through the shadowstorms.

Instead, you will head north to the town of Valahuv, which you
visited some time ago. It’s one of the rare holdouts against the demon
armies, though they may hold some grudge against you for destroying
their false god. With luck, you’ll be able to resupply your forces and
gain the knowledge you need to break into Areelu’s stronghold.

Reward:
•Each character chooses armor or weapon, then draws a boon of that type that has an adventure deck number of 5 or 6 from the game box. So this is a random AD5/6 card of that type from the game box, not your class deck
•Each character gains a medal on the troop Champions of Mendev.
(Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

Champions of Mendev:
While Displayed, any character may expend a mythic charge to treat her character as if she has one of the following skills until end of her turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Valor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Arcane: Charisma + 5

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

Acquired Cards:
Druid of the Flame (Ally 1)
Celestial Unicorn (Ally 4)

Blessing of Ascension (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Xoveron (Blessing 5)

Abyssal Traveler's Kit (Item B)
Dawnflower's Light (Item 2)
Wand of Sacred Weapon (Item 2)

Sacred Weapon (Spell B)

Demonbane Longsword +2 (Weapon 4)
Blackaxe (Weapon 4)
Force Sling +3 (Weapon 6)


Remember kill a monster examine next 3 cards deck handler

ramexes bya to hunger that moves

fails dex check

1d6 ⇒ 5 damage and discard blessing of gorum from deck

Discard blessing of Xoverian , ruby of charisma, harbinger disciple and reveal black robe recharge to prevent final 2 damage

Ramexes Haruspex wrote:

Hand: Black robe, Bolstering armour, Shortspear +3,

Displayed:
Deck: 8 Discard: 7 Buried: 3
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [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) ( XT5 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.


Uliah's Deck Handler

Uliah realizes that his weapon is unlikely to be the key to defeating their foe. Instead, he focuses on bolstering the rest of the party against the incoming attacks.

Uliah will move to Molten Pool, but won't explore. He will use his Bound Lantern Archon to look at the top 3 cards of his deck: Giantbane Curve Blade +3, Restorative Touch and Evangelist. He will alter the order to: Restorative Touch, Evangelist, Giantbane Curve Blade. Then he draws Restorative Touch.

Recharge Bound Lantern Archon, Divine 10: 1d10 + 7 ⇒ (3) + 7 = 10

Uliah will cast Restorative Touch on Amaryllis.

Heal Amaryllis: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Restorative Touch, Divine 11: 1d10 + 7 ⇒ (3) + 7 = 10

Finally, Uliah will discard Blancher and Blackaxe before resetting his hand.

Uliah wrote:

Hand: Khraigorr Half-Face, (Acquired)Blessing of Ascension, Giantbane Curveblade +3, Blessing of the Qi Zhong (ADV 3), Evangelist (ADV 3), Cleric of Nethys (ADV 2),

Displayed:
Deck: 10 Discard: 6 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:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +5
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 [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 ([ ]+1) and the Magic trait to your check ( [X] 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

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


Remember kill a monster examine next 3 cards deck handler

Ramexes reveals black robe to prevent fire damage at the start of his turn

Passes black robe to amaryllis

Does not explore and ends turn

Ramexes Haruspex wrote:

Hand: Boabadar, Bolstering armour, Druid of the flame, Shortspear +3, Major cure, Blessing of Pharasma,

Displayed:
Deck: 4 Discard: 7 Buried: 3
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [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) ( XT5 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.

Dark Archive

Deck Handler

Discard Fire Barrage to Fire Damage. End Turn.

Nyctessa wrote:

Hand: Ice Chemist, Transmogrify, Blessing of The Lady of Graves, Cloud Burst, Celestial Unicorn, Druid of The Flame, Animated Zombie, Ice and Fire,

Displayed: Create Mindscape,
Deck: 6 Discard: 13 Buried: 1
Notes: Free to Use: Samisen of Oracular Vision: Recharge to Examine Top 3 cards of 1 location/Top 1 card of 3 locations. Blessings for combat/closing/AD6 Boons or if it recharges. Transmogrify.
Mythic Charges: 6 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 3: Nethys o’clock
Molten Pool: Revealing Amulet of the Abyss to prevent 1 Fire damage
Giving Black Robe to Nyctessa
Exploring Molten Pool 1: Gashgelag

Gashgelag:
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Constitution
Fortitude
Wisdom 12
THEN Combat 40 Gashgelag may not be evaded and is immune to the Electricity, Fire and Poison traits.
Any character who discards cards as damage during this encounter may not use character powers.
Before you act, each character at your location attempts a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 2d4 Fire damage.
If undefeated, expend 1d4 mythic charges or bury 1d4 cards from the top of your deck.

Discarding Blessing of the Gods
Acrobatics 16: 1d8 + 5 + 1d12 ⇒ (4) + 5 + (4) = 13
Discarding Scrying to reroll
Acrobatics 16: 1d8 + 5 + 1d12 ⇒ (3) + 5 + (10) = 18
Revealing Amulet of the Abyss to prevent 2 Fire damage
Amaryllis felt her amulet could protect her, but wanted to make sure that her friends were safe, so she passed Ramexes’s magic cloak to Nyctessa. Then with a mighty leap the halfling leapt through the flames to confront Gashgelag once and for all!

Pausing for everyone to do Ultimate Marshal, Transmogrify, DEX/Acrobatics 16 checks

Amaryllis wrote:

Hand: Swallowtail Bracers, Swipe, Surgeon, Amulet of the Abyss, Boots of Elvenkind, Ataxian,

Displayed:
Deck: 7 Discard: 8 Buried: 1
Notes: Can take the Fortitude villain check
Ask before using:
Can use without asking: Swipe (-3 to Combat difficulty); Surgeon (recharge to cure 1 card at my location)
Mythic Charges: 0

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +0
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: +0
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] 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: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Uliah's Deck Handler

Realizing how powerful their foe was, Uliah knew he and his companions would have to join forces to stand up to it and finish it off.

Uliah began channeling most of his Divine Energy into Nyctessa who had so many times prior made sure the party's foes were annihilated beyond doubt.

When Amaryllis encounters Gashgelag, Uliah gives Nyctessa 5 of his Mythic Counters.

As a reminder, Nyctessa should display all of Uliah's Blessings and Allies to give herself +8 to her BYA check. Might as well use my Blessing of Ascension also.

Uliah wrote:

Hand: Khraigorr Half-Face, (Acquired)Blessing of Ascension, Giantbane Curveblade +3, Blessing of the Qi Zhong (ADV 3), Evangelist (ADV 3), Cleric of Nethys (ADV 2),

Displayed:
Deck: 10 Discard: 6 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:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +5
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 [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 ([ ]+1) and the Magic trait to your check ( [X] 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

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.

After Nyctessa's BYA check, having displayed all of Uliah's allies and blessings and discarded Blessing of Ascension for +1 die...

Spoiler:
Uliah can't make a Dexterity 13 check, he takes some damage.

Fire Damage: 1d6 ⇒ 6

He discards Khraigorr Half-Face and Giantbane Curve Blade +3. Uliah's hand is now empty.

Uliah wrote:

Hand:

Displayed: Cleric of Nethys (ADV 2), Evangelist (ADV 3), Blessing of the Qi Zhong (ADV 3),
Deck: 10 Discard: 9 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: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +0
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: +0
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 ([ ]+1) and the Magic trait to your check ( [X] 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

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


Remember kill a monster examine next 3 cards deck handler

Ramexes fails the dex check and takes fire damage and buries bolstering armour to reduce to 0

Con is d8+2 if you want me to make the con 12 check

Can give all mythic charges to Nyctessa / Amaryllis

Have blessing of abadar and a blessing of pharasma to play on checks

Dark Archive

Deck Handler

Recharge Animated Zombie to Draw Random Monster 1: Blasphemy Demon 4.

Bury Celestial Unicorn to shuffle 15 cards from discard into deck.

Transmogrify.
Difficulty Reduction: 1d10 + 4 + 2 + 1d6 ⇒ (1) + 4 + 2 + (3) = 10

Displaying Uliah's Allies and Blessings. Uliah's Blessing of Ascension. Ramexes' Blessing of Abadar.
BYA:Dexterity 16: 1d6 + 8 + 1d6 + 1d6 ⇒ (3) + 8 + (4) + (4) = 19 Passed. Reveal Black Robe to reduce damage to 0.

Ice and Fire (Ice). Reveal Ice Chemist. Banish Blasphemy Demon 4. Rameses' Blessing of Pharasma. Expend 10 Mythic Charges.
Combat 30: 1d20 + 15 + 4 + 2 + 2d20 + 3 + 1d20 + 4d20 + 2d20 ⇒ (17) + 15 + 4 + 2 + (20, 17) + 3 + (15) + (15, 20, 20, 9) + (12, 12) = 181

As Amaryllis leapt through the flames towards the demon she tossed Nyctessa a cloak.

"Fool, what is-" she is cut off as flames burst forth threatening to consume her as well. With some divine guidance from the others she ducks below as the robe absorbs the rest.

She cannot take that creature alone.

Nyctessa thinks to herself but her allies are on the same page as they urge her forward with a burst of their own mythic powers. However the flames threaten to incinerate all who cross it.

"Put him on ice!" her chemist chuckles as the thought but she decides to give it a shot as she begins to channel a spell with his alchemical assistance.

The flames begin to freeze solid and shatter providing an opening in the inferno where she can see Amaryllis doing battle with the reptilian demon. She hastens her spell with the assistance of Pharasma's power and every ounce of power she had gathered recently.

The ice shard continued to grow and spin faster till it looked to dwarf the entire party. When her energy was drained she sent the spear of ice forward as the chemist chuckled with glee. While too tired to watch her work reach fruition it was able to strike the monster that was busy battling the sorceress. Piercing the chest of the beast leaving a frostbitten hole that nearly bisected the vavakia demon.As the monster collapsed a snowstorm descended upon the area.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Revealing Ataxian, revealing and recharging Swallowtail Bracers. Using Nyctessa’s Transmogrify
Fortitude 12-10=2: 2d8 + 4 + 1 + 1 ⇒ (2, 5) + 4 + 1 + 1 = 13
Gashgelag is banished
The roar was earth-shattering, but Amaryllis’s feet were firmly planted, giving Gashgelag no quarter. And with her fellow marshals clearing the way for Nyctessa, it would be Gashgelag‘s final roar ever.

We win!

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