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

Game Master redeux

CHRONICLE SHEETS ARE LOCATED HERE

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

Turn order:

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


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Box Runner

Random Diplomacy Ally for Uliah:

Redeemer Blacksmith:

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


Uliah's Deck Handler

Uliah will take Amaryllis on her offer and use her Blessing of the Gods to copy Blessing of Baphomet, adding +2d12 to his check due to this happening during the first exploration of a turn. Uliah will also reveal Evangelist for its power to add 1 to this check.

CtA Redeemer Blacksmith, Intelligence 8: 1d6 + 2d12 + 1 ⇒ (1) + (7, 12) + 1 = 21

Acquired!

Dark Archive

Deck Handler

Resuming.

Discard Lann to Explore Card 2: Celestial Armor. Banished.

Discard Vampire Bat to Explore Card 3: Groaning Gate.
Recharge Bound Elemental.
Arcane 19: 1d10 + 6 + 4 + 2 + 1d8 ⇒ (5) + 6 + 4 + 2 + (6) = 23 Defeated. Examine Card 4: Dragonbreath Bow.

End Turn.

Nyctessa wrote:

Hand: Arcane Cannonade, Gargoyle 2, Phoenix Cloak, Binder's Tome, Blessing of Qi Zhong, Blasphemy Demon 4, Blessing of The Lady of Graves, Dismissal, Lend Mythic Path,

Displayed: Eagle Aerie,
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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 6 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Deskari o'clock
Moving to Cathedral of Chaos
Exploring Cathedral of Chaos 1: Winds of Vengeance. Drawing Random Spell 1: Divine Blaze. Banishing Divine Blaze

Winds of Vengeance:
Spell 6
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

Summoning Shadow Demon
Shadow Demon:
Henchman 3
Type: Monster
Traits: Outside Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Displaying Wall of Fire
Combat 20: 1d12 + 12 + 2d6 ⇒ (4) + 12 + (3, 3) = 22
Shadow Demon is banished
Arcane 13: 1d12 + 12 ⇒ (11) + 12 = 23
Winds of Vengeance is acquired
Amaryllis found herself blown towards Uliah at the cathedral. "It's so chaotic here!" A divine blaze cast a shadow demon, but the sorcerer ignored it. "I have my own fires!" Instead, the halfling harnessed the power of the wind.

Discarding Animal Tamer to explore Cathedral of Chaos 2: Helm of the Serpent King. Drawing and encountering Random Armor 1: Pauldrons of Unflinching Fortitude. Banishing Helm of the Serpent King

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.

Summoning Shadow Demon. Using Wall of Fire
Combat 20: 1d12 + 12 + 2d6 ⇒ (3) + 12 + (4, 6) = 25
Shadow Demon is banished
Revealing Ataxian. Uliah displays Redeemer Blacksmith

Fortitude 13: 1d8 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
Pauldrons of Unflinching Fortitude are acquired
Amaryllis's new ranger friend found a neat helmet. "It has actual serpents on there!" But Uliah's new blacksmith friend persuaded the marshal otherwise. "You are remarkably brave. Let me give you armor more suitable to your nature." So while Amaryllis continued to keep the shadow demon at bay, the blacksmith forged some mighty pauldrons, which the ataxian enchanted with a touch of fairy magic.

Ending turn. Displaying Winds of Vengeance to move to Abattoir
Arcane 13: 1d12 + 12 ⇒ (3) + 12 = 15
Wall of Fire is recharged
Arcane 18: 1d12 + 12 ⇒ (8) + 12 = 20
Winds of Vengeance remains displayed
"That was fun! I'm going to the abattoir in my new armor!" Just as chaotically as she arrived, the halfling flew back away.

Amaryllis wrote:

Hand: Ataxian, Pauldrons of Unflinching Fortitude, Banner of Valor, Life Leech, Demon Hunter, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss,

Displayed: Winds of Vengeance,
Deck: 14 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5


Remember kill a monster examine next 3 cards deck handler

Now the top three cards at prison vault are unknown Ramexes will use scrying looking for barriers

Finds the abyssal army and put it on top

We will not miss out on that nice loot as that’s collected when location permanently closed


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: During this scenario:
When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
Display Champions of Mendev

Villain:
Areelu VorleshAreelu Vorlesh
Villain 6
Type: Monster
Traits: Outsider Demon Witch Mythic
To Defeat: Combat 45 THEN Combat 50
Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her. Before you act, a random other character summons and encounters the henchman Devastator. If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.
Henchmen:
Abyssal Army
Spoiler:
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.
Ophidian Demon
Spoiler:
Ophidian Demon
Henchman 6
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 30
The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat. Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.
Rasper Dragon Riders
Spoiler:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits: Army Dragon Demon Pitborn Cleric
To Defeat: Combat Combat 40 OR Arcane Perception Survival Ranged 20
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.
Stringy Fiends
Spoiler:

Henchman 5
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.

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:
[Amaryllis, Nyctessa] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah] Mythic Medal of Command: Arcane: Charisma + 5

Ivory Templar
Spoiler:
Ivory Templar
Henchman 3
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.

Shadow Demon
Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outside Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Turn: 15, Uliah/Akaitora

Random Cards:

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

Barriers
Spoiler:
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:
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:
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:
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:
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:
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.

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:
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.

Spells
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.

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:
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:
Rune of Jandelay
Spell 5
Traits:
Magic
Arcane
Veteran To Acquire:
Intelligence
Arcane 14 Display this card next to a location; if you play this card during a check, you may play another spell on the check. While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.
At the end of your turn, if you do not have have Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard it.

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

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:
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:
Helm of the Serpent King
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic To Acquire:
Constitution
Fortitude 12 Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
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.

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.

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

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

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

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.

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

Allies
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:
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:
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:
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:
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 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 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 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:
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.

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: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 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 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:
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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Prison Vault
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, weapon6, item6

Prison Vault 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.

Prison Vault Card 2:
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.

Prison Vault Card 3:
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.

Prison Vault Card 4:
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.

Prison Vault Card 5:
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.

Prison Vault Card 6:
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.

Location #2: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Locust Shrine Card 1 (Areelu Vorlesh):
Areelu Vorlesh
Villain 6
Type: Monster
Traits:
Outsider
Demon
Witch
Mythic
To Defeat:
Combat 45
THEN Combat 50 Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
Before you act, a random other character summons and encounters the henchman Devastator.
If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

Locust Shrine Card 2 (Black Flame Vrolikai):
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.

Locust Shrine Card 3 (Unearthly Aim):
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.

Locust Shrine Card 4:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, None

Torture Chamber Card 1 (Demon Hunter):
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.

Torture Chamber Card 2:
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.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Warmonger Wasp
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_

Torture Chamber Card 5:
Ophidian Demon
Henchman 6
Type: Monster
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 30 The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

Torture Chamber Card 6:
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.

Torture Chamber Card 7:
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_

Torture Chamber Card 8:
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.

Location #4: Cathederal of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Cathederal of Chaos Card 1 (Maze Tapestry):
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.

Cathederal of Chaos Card 2:
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.

Cathederal of Chaos Card 3:
Stringy Fiend
Henchman 5
Type: Barrier
Traits:
Outsider
Fiend
To Defeat:
Combat 33 The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits.
Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathederal of Chaos Card 4:
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.

Cathederal of Chaos Card 5:
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_

Cathederal of Chaos Card 6:
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.

Location #5: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Abattoir Card 1 (Verminous Symbols):
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.

Abattoir Card 2 (Alderpash's Ghoul):
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.

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

Abattoir Card 4:
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.

Abattoir Card 5:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits:
Army
Dragon
Demon
Pitborn
Cleric
To Defeat:
Combat
Combat 40
OR Arcane
Perception
Survival
Ranged 20 Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

Abattoir Card 6:
Sword of Subtlety
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Abattoir Card 7:
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.

Abattoir Card 8:
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.

Abattoir Card 9:
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.
Location #6: Occult Library
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


Uliah's Deck Handler

During Amaryllis' turn, Uliah displayed Redeemer Blacksmith for Uliah's power to add its adventure number (3) to Amaryllis' check.

Starting Uliah's turn under Blessing of Ascension.

At the start of his turn, Uliah retrieves Redeemer Blacksmith from his display area.

Uliah will display Divine Fortune to add +1d6 to all his checks this turn. Then he will explore to encounter Cathedral of Chaos Card 1: Tapestry Maze. Before encountering it, he summons an Ivory Templar.

For his check to defeat, Uliah will reveal blancher to add +2d6+4, and another +4 from his Wisdom modifier after revealing a Weapon. He will also reveal Evangelist for his and its power to add +1d4+2 to his Combat check, and his Belt of Physical Might to add +2 to his Strength check. Divine Fortune is still active and it adds +1d6. This is more than enough to auto-defeat the templar.

For his check to defeat the tapestry, he will discard Blessing of the Everlight. Since Uliah has the Warpriest trait, it adds 2 dice to his Wisdom check. He will also reveal his Evangelist to add +1 to the check.

CtD Wisdom 15: 3d10 + 1d6 + 4 + 1 ⇒ (8, 4, 1) + (2) + 4 + 1 = 20

Defeated! Uliah will now discard Retainer to explore again. He encounters Cathedral of Chaos Card 2: Umbral Dragon. Yikes. Before the encounter, Uliah encounters an Ivory Templar, whcih he auto-defeats again by revealing the same cards as before. The dragon's BYA will affect characters at a random occupied location:

Random occupied location (1: Nyctesssa, 2:Ramexes, 3:Uliah, 4: Amaryllis): 1d4 ⇒ 4

Amaryllis needs to make a Fortitude/Constitution 11 check or bury her role card. Uliah isn't planning on playing any spells with the attack trait, so he ignores the other BYA.

For his check to defeat, Uliah will reveal blancher to add +2d6+4, and another +4 from his Wisdom modifier after revealing a Weapon. He will also reveal Evangelist for his and its power to add +1d4+2 to his Combat check, and his Belt of Physical Might to add +2 to his Strength check. Divine Fortune is still active and it adds +1d6.

CtD Combat, Melee 24: 1d6 + 10 + 2d6 + 4 + 4 + 1d4 + 1 + 1 + 2 + 1d6 ⇒ (4) + 10 + (5, 2) + 4 + 4 + (1) + 1 + 1 + 2 + (1) = 35

Same revealed cards for second combat check.

CtD Combat, Melee 24: 1d6 + 10 + 2d6 + 4 + 4 + 1d4 + 1 + 1 + 2 + 1d6 ⇒ (5) + 10 + (1, 3) + 4 + 4 + (2) + 1 + 1 + 2 + (1) = 34

Uliah will now discard Redeemer Blacksmith to explore again and encounter Cathedral of Chaos Card 3: Stringy Fiend. He once more summons and auto-defeats the Ivory Templar. The fiend's BYA power affects a character at another random occupied location.

Random other occupied location (1: Nyctesssa, 2:Ramexes, 3: Amaryllis): 1d3 ⇒ 3

Lol. Amaryllis needs to succeed at a Dexterity/Acrobatics 10 check or move to Cathedral of Chahos and be unable to play spells or weapons during the encounter.

For his check to defeat, Uliah will reveal blancher to add +2d6+4, and another +4 from his Wisdom modifier after revealing a Weapon. He will also reveal Evangelist for his and its power to add +1d4+2 to his Combat check, and his Belt of Physical Might to add +2 to his Strength check. Divine Fortune is still active and it adds +1d6.

CtD Combat, Melee 24: 1d6 + 10 + 2d6 + 4 + 4 + 1d4 + 1 + 1 + 2 + 1d6 ⇒ (6) + 10 + (2, 3) + 4 + 4 + (3) + 1 + 1 + 2 + (4) = 40

Defeated! Uliah closes Cathedral of Chaos by banishing Blancher (which banishes Dancing Scimitar +2 from my deck).

Uliah will now end his turn. At the end of his turn, he attempts to recharge Divine Fortune, revealing Evangelist for both powers to add +1d4+2 to his Divine check.

Recharge Divine Fortune, Divine 13: 1d10 + 1d4 + 7 + 2 ⇒ (4) + (1) + 7 + 2 = 14

Then he resets his hand.

Uliah wrote:

Hand: Fortified Breastplate, Major Cure, Chalice of Ozem, Blessing of the Lord in Iron (ADV 5), Righteousness, Belt of Physical Might, Evangelist (ADV 3),

Displayed:
Deck: 10 Discard: 4 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 [X]+3 []+4
CHA Mythic bonus: +5
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah’s turn)
Umbral Dragon: Revealing Ataxian, recharging Pauldrons of Unflinching Fortitude

Fortitude 11: 1d8 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
Stringy Fiend: Revealing Boots of Elvenkind
Acrobatics 10: 2d8 + 5 ⇒ (4, 8) + 5 = 17
A couple monsters from the cathedral tried to follow Amaryllis away, but she withstood the dragon’s sickening shade and dodged the fiend’s sticky tendrils.

Amaryllis wrote:

Hand: Ataxian, Banner of Valor, Life Leech, Demon Hunter, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss,

Displayed: Winds of Vengeance,
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5


Box Runner

Uliah gets BoDeskari (Random blessing 2) from closing Cathedral of Chaos

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: During this scenario:
When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
Display Champions of Mendev

Villain:
Areelu VorleshAreelu Vorlesh
Villain 6
Type: Monster
Traits: Outsider Demon Witch Mythic
To Defeat: Combat 45 THEN Combat 50
Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her. Before you act, a random other character summons and encounters the henchman Devastator. If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.
Henchmen:
Abyssal Army
Spoiler:
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.
Ophidian Demon
Spoiler:
Ophidian Demon
Henchman 6
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 30
The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat. Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.
Rasper Dragon Riders
Spoiler:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits: Army Dragon Demon Pitborn Cleric
To Defeat: Combat Combat 40 OR Arcane Perception Survival Ranged 20
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.
Stringy Fiends
Spoiler:

Henchman 5
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.

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:
[Amaryllis, Nyctessa] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah] Mythic Medal of Command: Arcane: Charisma + 5

Ivory Templar
Spoiler:
Ivory Templar
Henchman 3
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.

Shadow Demon
Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outside Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Turn: 16, Ramexes/Merisal

Random Cards:

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

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

Spoiler:
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_

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:
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:
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:
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:
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.

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:
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:
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:
Spellbreaker
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic To Acquire:
Strength
Melee
Arcane
Divine 16 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

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

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

Spoiler:
Consecrate
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 8 Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Spoiler:
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:
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:
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:
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.

Items
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.

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

Allies
Spoiler:
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:
Interrogator
Ally B
Traits:
Human
Inquisitor To Acquire:
Knowledge 6
OR Charisma
Diplomacy 8 If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

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

Spoiler:
Verbovezzor
Ally 5
Traits:
Vermin
Swarm
Mythic To Acquire:
None 0 To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

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.

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 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 the Inheritor:
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.

Blessings Remaining: 14

Blessings Deck

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

Location #1: Prison Vault
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, weapon6, item6

Prison Vault 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.

Prison Vault Card 2:
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.

Prison Vault Card 3:
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.

Prison Vault Card 4:
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.

Prison Vault Card 5:
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.

Prison Vault Card 6:
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.

Location #2: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Locust Shrine Card 1 (Areelu Vorlesh):
Areelu Vorlesh
Villain 6
Type: Monster
Traits:
Outsider
Demon
Witch
Mythic
To Defeat:
Combat 45
THEN Combat 50 Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
Before you act, a random other character summons and encounters the henchman Devastator.
If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

Locust Shrine Card 2 (Black Flame Vrolikai):
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.

Locust Shrine Card 3 (Unearthly Aim):
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.

Locust Shrine Card 4:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, None

Torture Chamber Card 1 (Demon Hunter):
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.

Torture Chamber Card 2:
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.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Warmonger Wasp
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_

Torture Chamber Card 5:
Ophidian Demon
Henchman 6
Type: Monster
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 30 The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

Torture Chamber Card 6:
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.

Torture Chamber Card 7:
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_

Torture Chamber Card 8:
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.

Location #4: Cathederal of Chaos
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None

Location #5: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Abattoir Card 1 (Verminous Symbols):
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.

Abattoir Card 2 (Alderpash's Ghoul):
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.

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

Abattoir Card 4:
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.

Abattoir Card 5:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits:
Army
Dragon
Demon
Pitborn
Cleric
To Defeat:
Combat
Combat 40
OR Arcane
Perception
Survival
Ranged 20 Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

Abattoir Card 6:
Sword of Subtlety
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Abattoir Card 7:
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.

Abattoir Card 8:
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.

Abattoir Card 9:
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.
Location #6: Occult Library
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


Remember kill a monster examine next 3 cards deck handler

Ramexes rushes over to the remains of the dragon in the cathedral

He chucks away his great sword and resets drawing an imp displayed at the start of nyctessa turn to draw find traps and blessing of pharasma

Ramexes Haruspex wrote:

Hand: Eliandra, Pit gladiator, Find traps, Soulshear, Black robe, Blessing of pharasma, shortspear +3,

Displayed: Imp,
Deck: 9 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 [X6]+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.
X6 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)
"[Ramexes ] Mythic Medal of Agility: Ranged: Dexterity + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 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.

In other words my turn was move to the now closed cathedral and then at start of nyctessa turn prepare for abyssal army


Uliah's Deck Handler

Fixed Uliah's hand, which should have had Blessing of Deskari from closing Cathedral of Chaos, and 1 more Mythic Counter from defeating the Umbral Dragon.

Uliah wrote:

Hand: Fortified Breastplate, Major Cure, Chalice of Ozem, (Acquired)Blessing of Deskari, Righteousness, Belt of Physical Might, Evangelist (ADV 3),

Displayed:
Deck: 11 Discard: 4 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 [X]+3 []+4
CHA Mythic bonus: +6
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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: During this scenario:
When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
Display Champions of Mendev

Villain:
Areelu VorleshAreelu Vorlesh
Villain 6
Type: Monster
Traits: Outsider Demon Witch Mythic
To Defeat: Combat 45 THEN Combat 50
Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her. Before you act, a random other character summons and encounters the henchman Devastator. If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.
Henchmen:
Abyssal Army
Spoiler:
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.
Ophidian Demon
Spoiler:
Ophidian Demon
Henchman 6
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 30
The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat. Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.
Rasper Dragon Riders
Spoiler:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits: Army Dragon Demon Pitborn Cleric
To Defeat: Combat Combat 40 OR Arcane Perception Survival Ranged 20
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.
Stringy Fiends
Spoiler:

Henchman 5
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.

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:
[Amaryllis, Nyctessa] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah] Mythic Medal of Command: Arcane: Charisma + 5

Ivory Templar
Spoiler:
Ivory Templar
Henchman 3
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.

Shadow Demon
Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outside Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Turn: 17, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Boar Demon
Monster 6
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

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:
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:
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.

Spoiler:
Locust Demon
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23 The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.

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

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

Weapons
Spoiler:
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:
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:
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:
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:
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.

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:
Winds of Vengeance
Spell 6
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, 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:
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:
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.

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

Spoiler:
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:
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:
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.

Allies
Spoiler:
Interrogator
Ally B
Traits:
Human
Inquisitor To Acquire:
Knowledge 6
OR Charisma
Diplomacy 8 If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

Spoiler:
Nocticula
Ally 6
Traits:
Deity
Outsider
Demon
Aristocrat
Temptation To Acquire:
Charisma
Diplomacy 20 Banish this card to add 2d20 to any check to defeat a villain. After the encounter, if you don't win the scenario, banish your hand, deck, and discard pile.

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

Spoiler:
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:
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.

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

Spoiler:
Blessing of 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 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 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.

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: 13

Blessings Deck

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

Location #1: Prison Vault
At This Location: If you move here, you cannot explore this location this turn.
When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
When Permanently Closed: Before closing, draw any boons left in this location.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, weapon6, item6

Prison Vault 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.

Prison Vault Card 2:
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.

Prison Vault Card 3:
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.

Prison Vault Card 4:
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.

Prison Vault Card 5:
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.

Prison Vault Card 6:
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.

Location #2: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Locust Shrine Card 1 (Areelu Vorlesh):
Areelu Vorlesh
Villain 6
Type: Monster
Traits:
Outsider
Demon
Witch
Mythic
To Defeat:
Combat 45
THEN Combat 50 Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
Before you act, a random other character summons and encounters the henchman Devastator.
If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

Locust Shrine Card 2 (Black Flame Vrolikai):
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.

Locust Shrine Card 3 (Unearthly Aim):
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.

Locust Shrine Card 4:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1 (Demon Hunter):
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.

Torture Chamber Card 2:
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.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Warmonger Wasp
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_

Torture Chamber Card 5:
Ophidian Demon
Henchman 6
Type: Monster
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 30 The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

Torture Chamber Card 6:
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.

Torture Chamber Card 7:
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_

Torture Chamber Card 8:
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.

Location #4: Cathederal of Chaos
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None

Location #5: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Abattoir Card 1 (Verminous Symbols):
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.

Abattoir Card 2 (Alderpash's Ghoul):
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.

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

Abattoir Card 4:
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.

Abattoir Card 5:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits:
Army
Dragon
Demon
Pitborn
Cleric
To Defeat:
Combat
Combat 40
OR Arcane
Perception
Survival
Ranged 20 Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

Abattoir Card 6:
Sword of Subtlety
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Abattoir Card 7:
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.

Abattoir Card 8:
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.

Abattoir Card 9:
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.
Location #6: Occult Library
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

Dark Archive

Deck Handler

Explore Card 1: Abyssal Army.
Scenario: Encountering Ivory Templar.
Display Arcane Cannonade and Phoenix Cloak. Reveal Binder's Tome. Banish Shadow Demon 4. Use a Mythic Counter.
Combat 20: 1d6 + 5 + 3d4 + 1d8 + 1d4 + 4d4 ⇒ (5) + 5 + (1, 1, 1) + (1) + (1) + (1, 1, 4, 2) = 23 Defeated/Acquired/Vampire Bat shuffled into deck.
Arcane 15: 1d10 + 5 + 4 + 2 ⇒ (1) + 5 + 4 + 2 = 12 Arcane Cannonade discarded.
Resuming Abyssal Army.
Discard Blessing of Qi Zhong.
Knowledge 23: 1d10 + 5 + 4 + 2 + 1d8 + 1d10 ⇒ (9) + 5 + 4 + 2 + (2) + (8) = 30

Pausing for other checks.


Remember kill a monster examine next 3 cards deck handler

Discard find traps reveal soulshear for combat 40 check using two mythic counters

combat 40: 2d20 + 2d8 + 11 + 4 ⇒ (11, 8) + (2, 7) + 11 + 4 = 43

Mythic counter to Ulliah Ramexes currently down to 3

Find traps recharged

Blessing of pharasma still available

Ramexes Haruspex wrote:

Hand: Eliandra, Pit gladiator, Soulshear, Black robe, Blessing of pharasma, shortspear +3,

Displayed: Imp,
Deck: 10 Discard: 5 Buried: 0
Notes: Blessing available
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+2
INTELLIGENCE d6 [X6]+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) ( 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.
X6 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)
"[Ramexes ] Mythic Medal of Agility: Ranged: Dexterity + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 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 Nyctessa’s turn)
Discarding Blessing of Iomedae

Arcane 23+4=27: 3d12 + 12 ⇒ (5, 2, 9) + 12 = 28
The oncoming demonic army seemed strengthened by the blood at the abattoir. “But I have Iomedae to strengthen my sorcery!”

Amaryllis wrote:

Hand: Ataxian, Banner of Valor, Life Leech, Demon Hunter, Boots of Elvenkind, Amulet of the Abyss,

Displayed: Winds of Vengeance,
Deck: 15 Discard: 3 Buried: 0
Notes:
Ask before using:
Can use without asking: Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5


Uliah's Deck Handler

During Nyctessa's turn, Uliah receives a Mythic Counter from Ramexes bringing his counters to 7, then he encounters the Abyssal Army.

For the check to defeat, Uliah will display Chalice of Ozem to add +1d6 to his checks, reveal Evangelist to add +1d4+1, then recharge Evangelist to add +1d6 to his Divine check. Uliah also gets to add +1d8 from his power against banes with the undead trait. He will also discard Blessing of Deskari to add 1 die to his check. Finally, he will discard 1 Mythic Charge to gain Divine: Wisdom +5.

CtD Divine 23: 2d10 + 9 + 1d6 + 1d4 + 1 + 1d6 + 1d8 ⇒ (1, 4) + 9 + (1) + (1) + 1 + (4) + (1) = 22

I can't believe how unlucky a roll that was. Uliah will use a die bump to succeed.

EDIT: Uliah hadn't seen that Nyctessa has a Blessing of the Lady of the Graves. As discussed in chat, Uliah will instead bury Nyctessa's Blessing of the Lady of the Graves to add his Wisdom die to the check after the roll

Adding to previous check: 1d10 ⇒ 8

Success!! Barely!

Uliah wrote:

Hand: Fortified Breastplate, Major Cure, Righteousness, Belt of Physical Might,

Displayed: Chalice of Ozem,
Deck: 13 Discard: 5 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 [X]+3 []+4
CHA Mythic bonus: +6
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Deskari o'clock
Displaying Banner of Valor at Locust Shrine
Moving to Torture Chamber
Exploring Torture Chamber 1: Demon Hunter

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.

CHA 6+5=11: 1d12 + 12 ⇒ (4) + 12 = 16
Demon Hunter is acquired
Amaryllis brought the banner of valor to the final battle against Areelu Vorlesh. But as she flew past the torture chamber, the sorcerer couldn't help but free a demon hunter.

Discarding Demon Hunter to explore Torture Chamber 2: Deal with a Demon

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.

Deal with a Demon is displayed
The demon hunter offered her thanks, and offered a warning. "The witch has great power, and may try to tempt you if she senses her defeat is near. Be wary of her words."

Discarding Demon Hunter to explore Torture Chamber 3: Toad Demon

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.

Summoning Ivory Templar
Ivory Templar:
Henchman 3
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.

Using Winds of Vengeance, 1 mythic counter
Combat 20: 1d6 + 7 + 1d20 ⇒ (3) + 7 + (7) = 17
Discarding Ataxian to reroll
Combat 20: 1d6 + 7 + 1d20 + 1d4 ⇒ (6) + 7 + (18) + (1) = 32
Ivory Templar is banished
Discarding Life Leech
Combat 28: 1d12 + 11 + 2d4 + 5 + 1d6 ⇒ (10) + 11 + (4, 1) + 5 + (4) = 35
Life Leech cure: 1d4 + 1 ⇒ (3) + 1 = 4
Animal Tamer, Blessing of Iomedae, Demon Hunter, Ataxian are healed
Arcane 15: 1d12 + 11 ⇒ (5) + 11 = 16
Life Leech is recharged. Toad Demon is banished
The demon hunters were reunited! But a toad demon was furious that it had no one to torture. "You won't torture anyone else! Me and my paladin friend will stop you!" Luckily, the ataxian reminded Amaryllis in time that the paladin was on the demon's side. "Oops!" The sorcerer heroically beat back the dark paladin. "I mean, me and my demon hunter friend!" With the ranger's help, Amaryllis drained the toad demon of its vitality.

Ending turn. Using Winds of Vengeance to move to Abattoir
Arcane 18: 1d12 + 11 ⇒ (1) + 11 = 12
Discarding Boots of Elvenkind to reroll
Arcane 18: 1d12 + 11 + 1d4 ⇒ (10) + 11 + (3) = 24
Winds of Vengeance remains displayed. Resetting hand
Amaryllis rode her magic winds back to the abattoir. Luckily, her magic boots brought her back just in time to prevent the witch from escaping here.

Amaryllis wrote:

Hand: Dominate, Frostbite, Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,

Displayed: Winds of Vengeance, Banner of Valor,
Deck: 13 Discard: 3 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5


Box Runner

Nyctessa gets to draw boons from the Prison Vault when it closed, so look at previous update and get those in your handler

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: During this scenario:
When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
Display Champions of Mendev

Villain:
Areelu VorleshAreelu Vorlesh
Villain 6
Type: Monster
Traits: Outsider Demon Witch Mythic
To Defeat: Combat 45 THEN Combat 50
Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her. Before you act, a random other character summons and encounters the henchman Devastator. If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.
Henchmen:
Abyssal Army
Spoiler:
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.
Ophidian Demon
Spoiler:
Ophidian Demon
Henchman 6
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 30
The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat. Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.
Rasper Dragon Riders
Spoiler:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits: Army Dragon Demon Pitborn Cleric
To Defeat: Combat Combat 40 OR Arcane Perception Survival Ranged 20
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.
Stringy Fiends
Spoiler:

Henchman 5
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.

Additional Rules: Displayed next to scenario:
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.

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:
[Amaryllis, Nyctessa] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah] Mythic Medal of Command: Arcane: Charisma + 5

Ivory Templar
Spoiler:
Ivory Templar
Henchman 3
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.

Shadow Demon
Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outside Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Turn: 19, Uliah/Akaitora

Random Cards:

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

Spoiler:
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.

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_

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

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

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

Spoiler:
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:
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:
Spellbreaker
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic To Acquire:
Strength
Melee
Arcane
Divine 16 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Spoiler:
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:
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:
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:
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.

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:
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:
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:
Winds of Vengeance
Spell 6
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

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

Armors
Spoiler:
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.

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:
Helm of the Serpent King
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic To Acquire:
Constitution
Fortitude 12 Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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.

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

Spoiler:
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:
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:
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.

Allies
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:
Orengofta
Ally 5
Traits:
Outsider
Demon
Mythic To Acquire:
None 0 To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.
Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.

Spoiler:
Suurlahetas
Ally 5
Traits:
Outsider
Devil To Acquire:
None 0 To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.

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:
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.

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

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

Spoiler:
Blessing of 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 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: 11

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 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 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 Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of the 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:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 11 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Prison Vault
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,

Location #2: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Locust Shrine Card 1 (Areelu Vorlesh):
Areelu Vorlesh
Villain 6
Type: Monster
Traits:
Outsider
Demon
Witch
Mythic
To Defeat:
Combat 45
THEN Combat 50 Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
Before you act, a random other character summons and encounters the henchman Devastator.
If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

Locust Shrine Card 2 (Black Flame Vrolikai):
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.

Locust Shrine Card 3 (Unearthly Aim):
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.

Locust Shrine Card 4:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1:
Warmonger Wasp
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_

Torture Chamber Card 2:
Ophidian Demon
Henchman 6
Type: Monster
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 30 The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
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_

Torture Chamber Card 5:
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.

Location #4: Cathederal of Chaos
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None

Location #5: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Abattoir Card 1 (Verminous Symbols):
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.

Abattoir Card 2 (Alderpash's Ghoul):
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.

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

Abattoir Card 4:
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.

Abattoir Card 5:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits:
Army
Dragon
Demon
Pitborn
Cleric
To Defeat:
Combat
Combat 40
OR Arcane
Perception
Survival
Ranged 20 Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

Abattoir Card 6:
Sword of Subtlety
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Abattoir Card 7:
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.

Abattoir Card 8:
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.

Abattoir Card 9:
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.
Location #6: Occult Library
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


Uliah's Deck Handler

Starting Uliah's turn under Blessing of Ascension.

Uliah will move to the Locust Shrine.

Once there, he will cast Major Cure on itself.

Uliah heals: 1d4 + 1 ⇒ (3) + 1 = 4

Uliah heals Redeemer Blacksmith, Blessing of the Everlight, Retainer and Blessing of the Oathkeeper. Then, he heals one more card: Blessing of Deskari.

Recharge Major Cure, Divine 10: 1d10 + 7 ⇒ (4) + 7 = 11

Uliah's will end his turn. Before resetting his hand, he will discard his Fortified Breastplate, as it seems that he won't be able to use it anyway. Then he resets his hand.

Uliah wrote:

Hand: Renewal, Blessing of the Oathkeeper (ADV 6), Blessing of the Lord in Iron (ADV 5), Bound Lantern Archon (ADV 2), Righteousness, Belt of Physical Might,

Displayed:
Deck: 14 Discard: 2 Buried: 0
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 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 [X]+3 []+4
CHA Mythic bonus: +6
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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 the start of Ramexes' turn, Uliah will use Bound Lantern Archon to examine and re-arrange the top 3 cards of his deck, then draw a card. He examines Card 1: Grave Tender, Card 2: Chalice of Ozem, and Card 3: Stiking Wing Scimitar. Uliah will re-arrange them so that Striking Wing Scimitar is on top, followed by Grave Tender. He draws Striking Wing Scimitar.

Recharge Bound Lantern Archon, Divine 10: 1d10 + 7 ⇒ (5) + 7 = 12

Then, Uliah will display Renwal. Nyctessa and Uliah can both draw a card. Uliah draws Grave Tender.

At the end of Ramexes' turn, Uliah attempts to recharge Renewal, revealing Grave Tender.

Recharge Renewal, Divine 11: 1d10 + 1d4 + 7 + 1 ⇒ (3) + (2) + 7 + 1 = 13

Uliah wrote:

Hand: Blessing of the Oathkeeper (ADV 6), Blessing of the Lord in Iron (ADV 5), Righteousness, Belt of Physical Might, Striking Wing Scimitar, Grave Tender (ADV 2),

Displayed:
Deck: 13 Discard: 2 Buried: 0
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 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 [X]+3 []+4
CHA Mythic bonus: +6
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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 torture chamber and explores

Warmonger wasp

Ivory templar: 1d8 + 9 + 1d10 + 4 ⇒ (4) + 9 + (5) + 4 = 22

Bya damage 1d4 ⇒ 2

Reveal black robe look at next three in deck leave henchman on top

Wasp: 1d8 + 9 + 1d10 + 4 ⇒ (2) + 9 + (4) + 4 = 19

Display Eliandra to explore

Ivory templar: 1d8 + 9 + 1d10 + 4 ⇒ (2) + 9 + (2) + 4 = 17

Discard shortspear and reveal black robe

damage before: 1d6 ⇒ 1

Reveal black robe again

Dc is 41 10 from ivory Templar and damage bury pit gladiator reveal soulshear and recharge blessing of pharasma to add d8 andfire then use remaining mythic counters

combat 41: 3d20 + 9 + 4 + 5 + 2d6 ⇒ (1, 12, 8) + 9 + 4 + 5 + (4, 1) = 44

Pit gladiator not recharged discard black robe to mental damage to close

Bury eliandra to set hand size to deck plus 1

Then cast cure on Ramexes at start of my turn

1d4 + 1 ⇒ (1) + 1 = 2

divine8: 1d10 + 5 ⇒ (10) + 5 = 15

Then major cure 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

divine 10: 1d10 + 5 ⇒ (2) + 5 = 7


Remember kill a monster examine next 3 cards deck handler
Ramexes Haruspex wrote:

Hand: Blessing of gorum, Fortune teller, Blessing of isis, Bolstering armour, Soulshear, Boabadar, Blessing of milani, Scrying, Find traps, Blessing of pharasma,

Displayed:
Deck: 8 Discard: 2 Buried: 2
Notes: Blessing available
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +0
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+2
INTELLIGENCE d6 [X6]+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +0
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.
X6 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)
"[Ramexes ] Mythic Medal of Agility: Ranged: Dexterity + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 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.

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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Discarding Dominate for 1 Mental damage

Amaryllis shuddered as she heard screaming from the torture chamber that she just had left. "Good thing Ramexes is there to help!"

Amaryllis wrote:

Hand: Frostbite, Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,

Displayed: Winds of Vengeance, Banner of Valor,
Deck: 13 Discard: 4 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5


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: During this scenario:
When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
Display Champions of Mendev

Villain:
Areelu VorleshAreelu Vorlesh
Villain 6
Type: Monster
Traits: Outsider Demon Witch Mythic
To Defeat: Combat 45 THEN Combat 50
Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her. Before you act, a random other character summons and encounters the henchman Devastator. If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.
Henchmen:
Abyssal Army
Spoiler:
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.
Ophidian Demon
Spoiler:
Ophidian Demon
Henchman 6
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 30
The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat. Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.
Rasper Dragon Riders
Spoiler:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits: Army Dragon Demon Pitborn Cleric
To Defeat: Combat Combat 40 OR Arcane Perception Survival Ranged 20
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.
Stringy Fiends
Spoiler:

Henchman 5
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.

Additional Rules: Displayed next to scenario:
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.

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:
[Amaryllis, Nyctessa] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah] Mythic Medal of Command: Arcane: Charisma + 5

Ivory Templar
Spoiler:
Ivory Templar
Henchman 3
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.

Shadow Demon
Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outside Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

Turn: 21, Nyctessa/agent_eclipse

Random Cards:

Monsters
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:
Apocalypse Demon
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 27
THEN Combat 30 The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

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:
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:
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_

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

Spoiler:
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:
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:
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.

Weapons
Spoiler:
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.

Spoiler:
Spellbreaker
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic To Acquire:
Strength
Melee
Arcane
Divine 16 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

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

Spoiler:
Sign of Wrath
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Force To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.
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:
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:
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:
Ice Strike
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Armors
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:
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:
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:
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.

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

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

Spoiler:
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.

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

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

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

Spoiler:
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.

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 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 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:
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 Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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.

Location #1: Prison Vault
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,

Location #2: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Locust Shrine Card 1 (Areelu Vorlesh):
Areelu Vorlesh
Villain 6
Type: Monster
Traits:
Outsider
Demon
Witch
Mythic
To Defeat:
Combat 45
THEN Combat 50 Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
Before you act, a random other character summons and encounters the henchman Devastator.
If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

Locust Shrine Card 2 (Black Flame Vrolikai):
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.

Locust Shrine Card 3 (Unearthly Aim):
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.

Locust Shrine Card 4:
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.

Location #3: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal, None

Torture Chamber Card 1 (Merchant Lord):
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.

Torture Chamber 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_

Torture Chamber Card 3 (Demonic Horde):
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.

Location #4: Cathederal of Chaos
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Abattoir Card 1 (Verminous Symbols):
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.

Abattoir Card 2 (Alderpash's Ghoul):
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.

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

Abattoir Card 4:
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.

Abattoir Card 5:
Rasper Dragon Riders
Henchman 6
Type: Barrier
Traits:
Army
Dragon
Demon
Pitborn
Cleric
To Defeat:
Combat
Combat 40
OR Arcane
Perception
Survival
Ranged 20 Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

Abattoir Card 6:
Sword of Subtlety
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Abattoir Card 7:
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.

Abattoir Card 8:
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.

Abattoir Card 9:
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.
Location #6: Occult Library
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


Remember kill a monster examine next 3 cards deck handler

so ramexes hand is

Ramexes Haruspex wrote:

Hand: Blessing of gorum, Fortune teller, Black robe, Blessing of isis, Bolstering armour, Soulshear, Boabadar, Blessing of milani, Scrying, Find traps, Blessing of pharasma,

Displayed:
Deck: 8 Discard: 1 Buried: 2
Notes: Blessing available
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +0
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+2
INTELLIGENCE d6 [X6]+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +0
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.
X6 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)
"[Ramexes ] Mythic Medal of Agility: Ranged: Dexterity + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5 "

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


Remember kill a monster examine next 3 cards deck handler

So in the event Nyctessa takes on the villain Discard scrying to mental damage to close torture chamber

Amaryllis can have a blessing for the briomark

then If Ramexes gets the devastator and assuming we are trying to keep the blessing of gorum for Ulliahs check:

reveal soulshear and discard blessing of gorum Not worth adding 1d8 and a trait devastor is immune to or spending resources trying to defeat this

combat 40: 3d8 + 6 + 1d10 + 4 ⇒ (8, 8, 4) + 6 + (2) + 4 = 32 Nice

Reveal black robe to reduce damage by 2 discard find traps and fortune teller then recharge bolstering armour completeing the six damage then not drawing an extra 2 cards leaving Ramexes hand as

Black robe, Blessing of isis, Soulshear, Boabadar, Blessing of milani, Blessing of pharasma,

(less whatever blessing amaryllis used)

Could draw two cards via bolstering armour but wont be anything useful all blessings are in hand no allies help remotely and spells are cures

Hope I have not stolen all the good dice bot rolls

Dark Archive

Deck Handler

Posting this update first. After my turn ended drawing the boons and discarding some.

Nyctessa wrote:

Hand: Cloudburst, Gargoyle 2, Animated Zombie, Binder's Tome, Dragonbreath Bow, Pillar of Life, Samisen of Oracular Vision, Dismissal, Lend Mythic Path,

Displayed: Eagle Aerie, Phoenix Cloak,
Deck: 11 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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 5 Sideboard cards:

Drawing Bound Lantern Archon from Uliah's turn.

Nyctessa wrote:

Hand: Cloudburst, Gargoyle 2, Animated Zombie, Binder's Tome, Dragonbreath Bow, Pillar of Life, Samisen of Oracular Vision, Dismissal, Lend Mythic Path, Bound Lantern Archon,

Displayed: Eagle Aerie, Phoenix Cloak,
Deck: 10 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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 5 Sideboard cards:

Recharge Animated Zombie to Draw Random Monster 1: Deacon of Death.

Recharge Bound Lantern Archon to Rearrange Top 3 of deck then draw Ice Strike.

Nyctessa wrote:

Hand: Cloudburst, Gargoyle 2, Deacon of Death 4, Binder's Tome, Dragonbreath Bow, Pillar of Life, Samisen of Oracular Vision, Dismissal, Lend Mythic Path, Ice Strike,

Displayed: Eagle Aerie, Phoenix Cloak,
Deck: 9 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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 5 Sideboard cards:

Dark Archive

Deck Handler

Move to Locust Shrine and Explore Card 1: Areelu Vorlesh.

---
Scenario: Encounter Ivory Templar.
Discard Cloudburst. Reveal Binder's Tome. Banish Gargoyle 2.
Combat 20: 1d10 + 5 + 4 + 2 + 3d6 + 1d4 + 2d4 ⇒ (8) + 5 + 4 + 2 + (2, 5, 4) + (2) + (3, 2) = 37 Defeated/acquired/Blessing of Qi Zhong shuffled into deck.
Arcane 13: 1d10 + 5 + 4 + 2 ⇒ (1) + 5 + 4 + 2 = 12 Cloudburst discarded.
---

Resuming Villain Encounter.
Pausing for Closing Checks.
Discarding Samisen of Oracular Vision for Torture Chamber.

Devastator Target (1=Amaryllis, 2=Uliah, 3=Ramexes): 1d3 ⇒ 3


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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Actually discarding Dominate for 1 Mental damage
Tempclosing Abattoir: Summoning Brimorak

Brimorak:
Henchman Monster B

Traits:
Outsider
Demon
Veteran

Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.


Using Deal with a Demon
Deal with a Demon: 1d12 ⇒ 11
Displaying Frostbite, using 4 mythic counters. Ramexes discards Blessing of Pharasma
Combat 12+12+4+11=39: 3d20 + 11 + 1d20 ⇒ (7, 8, 3) + 11 + (13) = 42
Brimorak is banished. Abattoir is tempclosed
Arcane 7: 1d12 + 7 ⇒ (4) + 7 = 11
Frostbite is recharged
The largest brimorak Amaryllis had ever seen approached with an offer. "Why don't you go help your friends? I will watch the abattoir for you. In exchange, when the witch is defeated, support my claim to rule. What do you say, halfling?"
Amaryllis icily rejected the demon's offer. "You're all evil! I think you're trying to trick me. I will stay here to guard against the witch *and* you!" The sorcerer unleashed a powerful frost spell, freezing the brimorak completely.

Amaryllis wrote:

Hand: Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,

Displayed: Winds of Vengeance, Banner of Valor,
Deck: 14 Discard: 4 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 1

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +1 mythic counter
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +1 mythic counter

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5

Dark Archive

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Deck Handler

Resuming Villain Encounter.

Knowledge 16: 1d10 + 5 + 4 + 2 + 1d8 ⇒ (7) + 5 + 4 + 2 + (8) = 26 That is good!
Recharge Ice Strike, Knowledge, Reveal Binder's Tome, Banner of Valor, Blessing of Milani(R). Banish Ivory Templar.
Combat 45: 1d10 + 5 + 4 + 2 + 3d6 + 10 + 1d4 + 1d8 + 1d10 + 1d3 ⇒ (7) + 5 + 4 + 2 + (4, 5, 2) + 10 + (4) + (6) + (8) + (2) = 59 Check 1 beaten.

Recharge Dismissal. Knowledge. Reveal Binder's Tome. Banner of Valor. Blessing of Pharasma(R). Banish Deacon of Death. Discard Eagle Aerie. Blessing of Iomedae (A). Blessing of the Oathkeeper (U). 5 Mythic Charges.
Combat 50: 1d20 + 5 + 4 + 2 + 10 + 1d4 + 1d8 + 2d20 + 4d4 + 1d8 + 1d20 + 1d20 ⇒ (17) + 5 + 4 + 2 + 10 + (3) + (5) + (13, 17) + (4, 3, 3, 3) + (6) + (18) + (1) = 114

After watching the demonic witch, Areelu Vorlesh, attempt to toss her minions around in a foolish attempt to live...Nyctessa sent them right back at her. The fallen templar, the deacon, and a flock of giant eagles descend.

"I can feel the pain of my allies but you couldn't even kill them. What do you hope to do against me and Uliah? Arcane and Divine...your power pales in comparison and sending you back to whence you came is a simple task even here." she cackles as her minions distract the witch.

As she finishes her spell shards of ice burst past her striking the witch in the arms and legs turning into chains covered in bloody rime.

"Stand back, the next spell should be simple enough with the the favor we have been granted by the gods and their games." she calls to Uliah.

Once again friends relinquish your power to me.

As she chants the empowering spell from the Binder's Tome the fabric of reality falters around the bound witch. Her connection to the Abyss was too strong and the banishment took hold ripping her into the hellscape seen beyond the portal.


Box Runner

development:
Undarin is yours! Areelu has fled, teleporting to Threshold for
a last stand. You can sack her city, free her slaves, and end the
demonic conquest of the Wounded Lands. Now they only control
the city of Iz and the lands around the Threshold.

You should be warned: That may be enough. If you can’t close
the rift on your side while the heroes in the Abyss close it on
theirs, the hordes of the Abyss will come rampaging through.
All the victories you have won over the past few months will
be undone as the rest of the world falls to the Abyss. You must
succeed at the rift.

Your army is tired, but ready to march. Threshold is within
your sights.

Reward:
• Each character chooses a boon of a type other than loot from the box. This is any card from your class deck. you choose it, it is not the random "drawn" kind of reward. It does not count as your deck upgrade
• You may redeem 1 loot card listed on the Redemption card that a reward allows you to temporarily add to your deck. (Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.) Only robe of rifts left. I'll assume everyone redeems that unless someone opts out
• 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 (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:
[Amaryllis, Nyctessa] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah] Mythic Medal of Command: Arcane: Charisma + 5

Acquired cards:
Eliandra (Ally 6)
Pit Gladiator (Ally 4)
Celestial Unicorn (Ally 4)
Redeemer Blacksmith (Ally 3)
Lann (Ally 1)
Demon Hunter (Ally B)
Mendevian Crusader (Ally B)
Demon Hunter (Ally B)
Retainer (Ally B)
Animal Tamer (Ally B)

Pauldrons of Unflinching Fortitude (Armor 5)

Iron Flask (Item 6)
Climber's Gloves (Item 4)
Wand of Sacred Weapon (Item 2)
Abyssal Traveler's Kit (Item B)

Winds of Vengeance (Spell 6)
Lend Mythic Path (Spell 4)
Pillar of Life (Spell 4)
Ice Strike (Spell 3)

Dragonbreath Bow (Weapon 6)


Box Runner

Everyone also gets a card feat from tier 6-4th)


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: During this scenario:
• Defeating a henchman does not allow you to attempt to close a location.
• After building the location Rasping Rifts, for each character, draw two Rift Demons and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
• After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
• After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
• On your turn, you may bury a boon to explore your location.
• To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

Rift Demon:

Henchman 6
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 30
The Rift Demon may not be evaded and is immune to the Electricity and Poison traits. Before you act, a random character summons and encounters this adventure’s servitor demon. If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30. While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
God Caller Opon:

Henchman 6
Type: Monster
Traits: Ghost Summoner
To Defeat: Arcane Divine Knowledge 25 OR Combat 40
Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat. After you act, you are dealt 1d4 Mental damage that may not be reduced. If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.
Wenduag:

Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Deskari:

Villain 6
Type: Monster
Traits: Deity Outsider Demon Vermin Aristocrat Mythic
To Defeat: Combat 66 THEN Combat 66 THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits. Damage dealt by Deskari may not be reduced and is dealt to each character at the location. If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

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:
[Amaryllis, Nyctessa] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 1, Amaryllis/EmpTyger

Random Cards:

Monsters
Spoiler:
Worldwound Grub
Monster 6
Traits:
Demon
Vermin
Mythic
To Defeat:
Combat 28
THEN Combat 30 The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
After you act, each character at your location is dealt 2d4 Force damage.

Spoiler:
Upasunda
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24 The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.

Spoiler:
Mandragora
Monster 1
Traits:
Plant
To Defeat:
Combat 11 The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_

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

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

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

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

Weapons
Spoiler:
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:
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:
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.

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:
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.

Spells
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:
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:
Consecrate
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 8 Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Spoiler:
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:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 11

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 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 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 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 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 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:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: Gate of the Worldwound
At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Location text for when it flips

Gate of the Worldwound Card 1:
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.

Gate of the Worldwound Card 2:
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.

Gate of the Worldwound Card 3:
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.

Gate of the Worldwound Card 4:
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_

Gate of the Worldwound Card 5:
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.

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

Gate of the Worldwound Card 7:
God Caller Opon
Henchman 6
Type: Monster
Traits:
Ghost
Summoner
To Defeat:
Arcane
Divine
Knowledge 25
OR Combat 40 Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
After you act, you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

Gate of the Worldwound Card 8:
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.

Gate of the Worldwound Card 9:
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.

Gate of the Worldwound Card 10:
Wivver Noclan
Henchman 6
Type: Monster
Traits:
Aberration
Wizard
To Defeat:
See below Before you act, each character summons and encounters a random monster.
You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

Gate of the Worldwound Card 11:
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.

Location #2: The Rasping Rifts
At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
When Closing: This location may not be closed until it is empty, then it closes automatically.
When Permanently Closed: No effect.
M: 4 Ba: 4 W: 4 Sp: 4 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: None

The Rasping Rifts Card 1:
Ice Strike
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

The Rasping Rifts Card 2:
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.

The Rasping Rifts Card 3:
Putrid Ooze
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_

The Rasping Rifts Card 4:
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.

The Rasping Rifts Card 5:
Restore Mythic Power
Spell 3
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

The Rasping Rifts Card 6:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 7:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

The Rasping Rifts Card 8:
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.

The Rasping Rifts Card 9:
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.

The Rasping Rifts Card 10:
Apocalypse Locust
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18 The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_

The Rasping Rifts Card 11:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 12:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 13:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 14:
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.

The Rasping Rifts Card 15:
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.

The Rasping Rifts Card 16:
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.

The Rasping Rifts Card 17:
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.

The Rasping Rifts Card 18:
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.

The Rasping Rifts Card 19:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 20:
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.

The Rasping Rifts Card 21:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 22:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 23:
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.

The Rasping Rifts Card 24:
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.

The Rasping Rifts Card 25:
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.

The Rasping Rifts Card 26:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 27:
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.

The Rasping Rifts Card 28:
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.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 15 ?: 4
Located/Displayed Here: Not a location, this is the stolen blessings pile (see scenario rules)

Cards Not In the Box Card 1 (Deskari):
Deskari
Villain 6
Type: Monster
Traits:
Deity
Outsider
Demon
Vermin
Aristocrat
Mythic
To Defeat:
Combat 66
THEN Combat 66
THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

Cards Not In the Box Card 2:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Cards Not In the Box 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.

Cards Not In the Box Card 4:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Cards Not In the Box 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.

Cards Not In the Box 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.

Cards Not In the Box Card 7:
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.

Cards Not In the Box Card 8:
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.

Cards Not In the Box 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.

Cards Not In the Box Card 10:
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.

Cards Not In the Box Card 11:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 13:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 15:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 17:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box Card 18:
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.

Cards Not In the Box 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.


Box Runner

1-6E: Rifts Gaping Wide
Your army is battling at the gates of the Abyss. Everything that
the demon lord Deskari can throw at you, he will throw at
you. In fact, he is throwing himself at you.

The fiendish witch Areelu Vorlesh has fled from her stronghold
at Undarin to the Threshold, the site of the gaping slash in the
world. Queen Galfrey has ordered you to this point of no return,
hoping you can rendezvous with another team of mythic heroes
she dispatched into the Abyss. There are two rifts that must be
attended to: one in your world and one in the Abyss.

On the other side, your counterparts are flinging the Lexicon
of Paradox into the rift. On your side, you must defeat Areelu’s
accomplices in building the Worldwound. The treacherous Areelu
betrayed these accomplices, and now she is directing them against
you. One is the wizard Wivver Noclan, now a half-mad, barely
intelligent fleshwarped creature. The other is the summoner
known as God Caller Opon.

How did he get that name? The presence of Deskari himself
might indicate the answer. Areelu is forcing the God Caller to call
Deskari to your side of the rift. You will have to beat him back to
the Abyss before the rift is closed.

This is the final battle for the Worldwound. Unholy armies
are ready to desperately charge across the battlefield, hurling
themselves at heroes with reckless abandon. The fate of the
world hangs in the balance. If you win, the rift will close and the
world will be healed. If you fail, the rift will burst open and the
entire population of the Abyss will be unleashed on Golarion.

No pressure. Prepare yourselves. It’s time to go to war.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Gaining Card Feat: 5 blessings (taking Blessing B of Iomedae)
Gaining Spell 6 Sign of Wrath. Upgrading Spell B Frostbite into Spell 6 Sign of Wrath
Gaining Mythic Medal of Clarity: Knowledge: INT+5
Replacing Loot Item B Sacred Prism with Item B Cape of Escape. Replacing Item B Cape of Escape with Loot Item 6 Robe of the Rifts
Replacing Loot Item 5 Amulet of the Abyss with Item 6 Ring of Resistance. Replacing Item 2 Boots of Elvenkind with Loot Item 5 Amulet of the Abyss
Starting at the Rasping Rifts

Amaryllis had inadvertently gotten plenty of practice on dealing with Rasping Rifts. "I know all about them now. Use magic to close them!" The halfling clad herself in the witch's cloak, the dark demonic whorls replaced by symbols of Iomedae's wrath. With the goddess's favor, the sorcerer heroically prepared to face the rifts one final time.

Amaryllis wrote:

Hand: Life Leech, Swipe, Swallowtail Bracers, Wall of Fire, Sign of Wrath, Dimension Leap, Blessing of the Gods 1, Blessing of Iomedae 2,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12s); Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5


Remember kill a monster examine next 3 cards deck handler

Ramexes starts at the rasping rifts

Ramexes Haruspex wrote:

Hand: Blessing of Milani, Find traps, Major cure, Shock Greatsword +2, Blessing of gorum, Hide armour of fire resistance,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Blessing available
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +0
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+2
INTELLIGENCE d6 [X6]+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +0
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.
X6 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)
"[Ramexes ] Mythic Medal of Agility: Ranged: Dexterity + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5 "

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


Uliah's Deck Handler

Uliah will start at the Rasping Rifts.

Uliah wrote:

Hand: Cleric of Nethys (ADV 2), Restorative Touch, Dawnflower's Kiss, Righteousness, Blessing of the Lord in Iron (ADV 5), Major Cure, Demon Armor,

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: 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 [X]+3 []+4
CHA Mythic bonus: +6
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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.

Dark Archive

Deck Handler

Sorry, thought I posted this.

Card Feat: Spell x7
Filling with Reward: Spell 6 (Canopic Conversion)

Boon Card Feat: Blessing x5
Filling with Scenario Reward: Blessing 6 (Blessing of The All-Seeing Eye)

Nyctessa wrote:

Hand: Blessing of Achaekek, Binder's Tome, Master's Lash, Eagle Aerie, Arcane Cannonade, Cloudburst, Canopic Conversion, Blessing of The Lady of Graves, Ice Chemist,

Displayed:
Deck: 13 Discard: 0 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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 6 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Ascension o'clock
Exploring Rasping Rifts 1: Ice Strike

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

Revealing Swallowtail Bracers
Arcane 10: 1d12 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Ice Strike is acquired
Amaryllis eagerly ran forward, drawing into herself the cold magic of riftvoid.

Discarding Blessing of Iomedae to explore Rasping Rifts 2: Magic Ray Fusillade

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.

Revealing Swallowtail Bracers
Arcane 18: 1d12 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Magic Ray Fusillade is banished
These blasts of rift energy could be perilous, but instinctively the sorcerer understood the powers.

Discarding Blessing of the Gods to explore Rasping Rifts 3: Putrid Ooze

Putrid Ooze:
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_[/I]

Revealing Swallowtail Bracers
DEX 11: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Acid damage: 1d4 + 1 ⇒ (1) + 1 = 2
Discarding Sign of Wrath, Dimension Leap for 2 Acid damage
Uliah and Ramexes (and Nyctessa?) must make a DEX/Stealth 11 check or take 1d4+1 Acid damage

Discarding Life Leech
Combat 22: 1d12 + 12 + 2d4 ⇒ (7) + 12 + (3, 3) = 25
Life Leech heal: 1d4 + 1 ⇒ (4) + 1 = 5
Blessing of Iomedae, Blessing of the Gods, Sign of Wrath, Dimension Leap are healed. Revealing Swallowtail Bracers
Arcane 15: 1d12 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Life Leech is recharged. Putrid Ooze is banished
Amaryllis advanced so quickly that she didn't realize the ooze monster until the party was kneedeep in acid! The halfling's luckmagic, let her drained her vitality back out of the ooze, healing her and shiveling up the putrid mess into nothingness. "I hope my friends are okay!"

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Dimension Leap, Swipe, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Ice Strike, Surgeon,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location); Surgeon (recharge to heal 1 card at my location); Swipe (discard for -3 to combat difficulty)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5

Dark Archive

Deck Handler

Dexterity 11: 1d6 ⇒ 2
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Not how I wanted to start. Lol.

Nyctessa wrote:

Hand: Blessing of Achaekek, Eagle Aerie, Cloudburst, Canopic Conversion, Blessing of The Lady of Graves,

Displayed:
Deck: 13 Discard: 4 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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 6 Sideboard cards:


Remember kill a monster examine next 3 cards deck handler

dex11: 3d6 ⇒ (6, 3, 2) = 11

Discarding blessing of milani to make the check

Then seeing nyctessa is hurt then casts major cure on her healing 1d4 + 1 ⇒ (2) + 1 = 3 cards

Major cure auto recharges and shuffles my blessing back into my deck

Ramexes Haruspex wrote:

Hand: Find traps, Shock Greatsword +2, Blessing of gorum, Hide armour of fire resistance,

Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: Blessing available find traps as wll
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +0
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+2
INTELLIGENCE d6 [X6]+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +0
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.
X6 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)
"[Ramexes ] Mythic Medal of Agility: Ranged: Dexterity + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 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

Thank you! Displaying Eagle Aerie: "While displayed, any character at your location may recharge a card at the end of a turn to move."

Nyctessa wrote:

Hand: Blessing of Achaekek, Cloudburst, Canopic Conversion, Blessing of The Lady of Graves,

Displayed: Eagle Aerie,
Deck: 16 Discard: 1 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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 6 Sideboard cards:


Box Runner

Uliah needs to resolve the Putrid Ooze BYA from amaryllis turn

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: During this scenario:
• Defeating a henchman does not allow you to attempt to close a location.
• After building the location Rasping Rifts, for each character, draw two Rift Demons and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
• After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
• After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
• On your turn, you may bury a boon to explore your location.
• To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

Rift Demon:

Henchman 6
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 30
The Rift Demon may not be evaded and is immune to the Electricity and Poison traits. Before you act, a random character summons and encounters this adventure’s servitor demon. If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30. While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
God Caller Opon:

Henchman 6
Type: Monster
Traits: Ghost Summoner
To Defeat: Arcane Divine Knowledge 25 OR Combat 40
Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat. After you act, you are dealt 1d4 Mental damage that may not be reduced. If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.
Wenduag:

Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Deskari:

Villain 6
Type: Monster
Traits: Deity Outsider Demon Vermin Aristocrat Mythic
To Defeat: Combat 66 THEN Combat 66 THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits. Damage dealt by Deskari may not be reduced and is dealt to each character at the location. If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

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:
[Amaryllis, Nyctessa, Uliah] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes, Nyctessa] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes, Amaryllis] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah, Ramexes] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 2, Uliah/Akaitora

Random Cards:

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

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

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

Spoiler:
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:
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.

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

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

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

Weapons
Spoiler:
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.

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:
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:
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:
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.

Spells
Spoiler:
Sign of Wrath
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Force To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.
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:
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:
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:
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:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
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:
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:
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.

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

Spoiler:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
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:
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.

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of 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 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:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Gate of the Worldwound
At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Location text for when it flips

Gate of the Worldwound Card 1:
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.

Gate of the Worldwound Card 2:
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.

Gate of the Worldwound Card 3:
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.

Gate of the Worldwound Card 4:
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_

Gate of the Worldwound Card 5:
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.

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

Gate of the Worldwound Card 7:
God Caller Opon
Henchman 6
Type: Monster
Traits:
Ghost
Summoner
To Defeat:
Arcane
Divine
Knowledge 25
OR Combat 40 Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
After you act, you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

Gate of the Worldwound Card 8:
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.

Gate of the Worldwound Card 9:
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.

Gate of the Worldwound Card 10:
Wivver Noclan
Henchman 6
Type: Monster
Traits:
Aberration
Wizard
To Defeat:
See below Before you act, each character summons and encounters a random monster.
You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

Gate of the Worldwound Card 11:
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.

Location #2: The Rasping Rifts
At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
When Closing: This location may not be closed until it is empty, then it closes automatically.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 4 Sp: 3 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, Uliah/Akaitora, None

The Rasping Rifts Card 1:
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.

The Rasping Rifts Card 2:
Restore Mythic Power
Spell 3
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

The Rasping Rifts Card 3:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts 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_

The Rasping Rifts Card 5:
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.

The Rasping Rifts Card 6:
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.

The Rasping Rifts Card 7:
Apocalypse Locust
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18 The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_

The Rasping Rifts Card 8:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 9:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 10:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 11:
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.

The Rasping Rifts Card 12:
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.

The Rasping Rifts Card 13:
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.

The Rasping Rifts Card 14:
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.

The Rasping Rifts Card 15:
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.

The Rasping Rifts Card 16:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 17:
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.

The Rasping Rifts Card 18:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 19:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 20:
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.

The Rasping Rifts Card 21:
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.

The Rasping Rifts Card 22:
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.

The Rasping Rifts Card 23:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 24:
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.

The Rasping Rifts Card 25:
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.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 18 ?: 1
Located/Displayed Here: Not a location, this is the stolen blessings pile (see scenario rules)

Cards Not In the Box Card 1 (Deskari):
Deskari
Villain 6
Type: Monster
Traits:
Deity
Outsider
Demon
Vermin
Aristocrat
Mythic
To Defeat:
Combat 66
THEN Combat 66
THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

Cards Not In the Box Card 2:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Cards Not In the Box 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.

Cards Not In the Box Card 4:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Cards Not In the Box 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.

Cards Not In the Box 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.

Cards Not In the Box Card 7:
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.

Cards Not In the Box Card 8:
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.

Cards Not In the Box 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.

Cards Not In the Box Card 10:
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.

Cards Not In the Box Card 11:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 13:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 15:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 17:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box Card 18:
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.

Cards Not In the Box 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.


Uliah's Deck Handler

During Amaryllis' turn, Uliah needs to make a Dexterity 11 check or be dealt some Acid Damage. He can't easily make that check, so he won't try. Putrid Ooze forbids banishing armor to reduce the damage, but my Demon Armor allows me to discard it to reduce damage to 0 (since I'm proficient with Heavy Armors, so I do!

Demons had to be good for something, or at least their hide was. The ooze threatened to eat through Uliah's armor, but it never actually did. Actually, the armor seemed to be slowly "healing" the damage it had received. Uliah was glad he had accepted Nyctessa's offer to skin and magically enchant that demon's hide.

Starting Uliah's turn. It is the hour of Deskari.

At the end of Uliah's move step, he is going to recharge Major Cure from his deck to recharge Demon Armor from his discard pile.

Uliah is now going to explore. He encounters The Rasping Rifts Card 1: Corruption Demon. Ugh, this guy is very annoying.

Uliah is going to discard his Blessing of the Lord in Iron to add another die (and hope for the best).

BYA Knowledge 11: 2d6 ⇒ (4, 5) = 9

Thankfully, I'm able to recharge my Cleric of Nethys to add 2 to my check after the roll and succeed.

Now, for the Combat check, Uliah will reveal Dawnflower's Kiss to add +1d8+4 to his check, and another +4 from his power. He will also display Righteousness to add another +1d6 to his Combat check. Since all monsters are Mythic, Uliah will discard a Mythic Charge to replace the 1d8 with a 1d20.

CtD Combat, Melee 25: 1d6 + 11 + 1d20 + 4 + 4 + 1d6 ⇒ (3) + 11 + (9) + 4 + 4 + (1) = 32

Success! Ramexes gains 1 Mythic Charge, and so does Uliah!

Uliah will now end his turn. At the end of his turn, Uliah attempts to recharge Righteousness.

Recharge Righteousness, Divine 13: 1d10 + 7 ⇒ (1) + 7 = 8

Then, Uliah resets his hand.

Uliah wrote:

Hand: Striking Wing Scimitar, Restorative Touch, Dawnflower's Kiss, Belt of Physical Might, Orcish Earthbreaker +2, Hrilga Shield-Maiden (ADV 4), Renewal,

Displayed:
Deck: 12 Discard: 2 Buried: 0
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 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 [X]+3 []+4
CHA Mythic bonus: +6
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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 Ramexes' start of turn, Uliah will cast Renewal. Since everyone is the Rasping Rifts, everyone draws a card.

At the end of Ramexes' turn, Uliah will attempt to recharge Renewal, revealing Hrilga Shield-Maiden to add +1d4+1.

Recharge Renewal, Divine 11: 1d10 + 1d4 + 8 ⇒ (6) + (1) + 8 = 15

Uliah wrote:

Hand: Striking Wing Scimitar, Restorative Touch, Dawnflower's Kiss, Belt of Physical Might, Orcish Earthbreaker +2, Hrilga Shield-Maiden (ADV 4), Blessing of the Everlight (ADV 3),

Displayed: Renewal,
Deck: 11 Discard: 2 Buried: 0
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 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 [X]+3 []+4
CHA Mythic bonus: +6
Diplomacy: Charisma +2

Hand Size 5 [X]6 [X]7
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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Renewal: Drawing Robe of the Rifts

"Thanks Uliah! I feel ready to keep on going some more!"

Amaryllis wrote:

Hand: Dimension Leap, Swipe, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Ice Strike, Surgeon, Robe of the Rifts,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location); Surgeon (recharge to heal 1 card at my location); Swipe (discard for -3 to combat difficulty)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5


Uliah's Deck Handler

Two corrections to my turn:

-I did not gain a Mythic charge. Somehow I misread the location's power as applying to all monsters, but it only applies to henchmen. Therefore, Uliah's mythic charge count is at 5. I would appreciate it if Ramexes can use a Mythic Charge during his turn at the Rasping Rifts to return Uliah his charge.
-The DC for the BYA for Corruption Demon was 14, not 11. As such, I need some rescuing, else I'll end at the Middle of Nowhere and time is our most valuable resource in this scenario (more than usual). Because of this, I ask Nyctessa to use her Blessing of the Lady of the Graves to add to my check after the roll. I will roll my Wisdom die under the spoiler below to allow Nyctessa to decide without looking at the results.

Check this after deciding if Nyctessa is willing to bury BoLadyGraves:

Adding to Uliah's BYA check against Corruption Demon: 1d10 ⇒ 4

With this, everything in Uliah's turn would have remained the same, sans his Mythic Charge count as outlined above.

Dark Archive

Deck Handler
Nyctessa wrote:

Hand: Blessing of Achaekek, Phoenix Cloak, Cloudburst, Canopic Conversion,

Displayed: Eagle Aerie,
Deck: 15 Discard: 1 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: Reduce difficulty of checks to defeat monster by my Arcane sill+1d6. Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move. Master's Lash: Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location. Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Mythic Charges: 6 Sideboard cards:

Hand Update: Drawing Phoenix Cloak and Buried Blessing of The Lady of Graves.


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: During this scenario:
• Defeating a henchman does not allow you to attempt to close a location.
• After building the location Rasping Rifts, for each character, draw two Rift Demons and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
• After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
• After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
• On your turn, you may bury a boon to explore your location.
• To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

Rift Demon:

Henchman 6
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 30
The Rift Demon may not be evaded and is immune to the Electricity and Poison traits. Before you act, a random character summons and encounters this adventure’s servitor demon. If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30. While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
God Caller Opon:

Henchman 6
Type: Monster
Traits: Ghost Summoner
To Defeat: Arcane Divine Knowledge 25 OR Combat 40
Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat. After you act, you are dealt 1d4 Mental damage that may not be reduced. If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.
Wenduag:

Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Deskari:

Villain 6
Type: Monster
Traits: Deity Outsider Demon Vermin Aristocrat Mythic
To Defeat: Combat 66 THEN Combat 66 THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits. Damage dealt by Deskari may not be reduced and is dealt to each character at the location. If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

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:
[Amaryllis, Nyctessa, Uliah] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes, Nyctessa] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes, Amaryllis] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah, Ramexes] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 3, Ramexes/Merisal

Random Cards:

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

Spoiler:
Locust Demon
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23 The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.

Spoiler:
Apocalypse Demon
Monster 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 27
THEN Combat 30 The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Spoiler:
Warmonger Wasp
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_

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_

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

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

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

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

Weapons
Spoiler:
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:
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:
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:
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.

Spells
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.

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:
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:
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:
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:
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:
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:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
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:
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.

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

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

Spoiler:
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.

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

Blessings Remaining: 9

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 Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of 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:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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.

Location #1: Gate of the Worldwound
At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Location text for when it flips

Gate of the Worldwound Card 1:
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.

Gate of the Worldwound Card 2:
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.

Gate of the Worldwound Card 3:
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.

Gate of the Worldwound Card 4:
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_

Gate of the Worldwound Card 5:
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.

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

Gate of the Worldwound Card 7:
God Caller Opon
Henchman 6
Type: Monster
Traits:
Ghost
Summoner
To Defeat:
Arcane
Divine
Knowledge 25
OR Combat 40 Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
After you act, you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

Gate of the Worldwound Card 8:
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.

Gate of the Worldwound Card 9:
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.

Gate of the Worldwound Card 10:
Wivver Noclan
Henchman 6
Type: Monster
Traits:
Aberration
Wizard
To Defeat:
See below Before you act, each character summons and encounters a random monster.
You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

Gate of the Worldwound Card 11:
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.

Location #2: The Rasping Rifts
At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
When Closing: This location may not be closed until it is empty, then it closes automatically.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 4 Sp: 3 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, Uliah/Akaitora, None

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

The Rasping Rifts Card 2:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 3:
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_

The Rasping Rifts Card 4:
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.

The Rasping Rifts Card 5:
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.

The Rasping Rifts Card 6:
Apocalypse Locust
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18 The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_

The Rasping Rifts Card 7:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 8:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 9:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 10:
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.

The Rasping Rifts Card 11:
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.

The Rasping Rifts Card 12:
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.

The Rasping Rifts Card 13:
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.

The Rasping Rifts Card 14:
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.

The Rasping Rifts Card 15:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 16:
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.

The Rasping Rifts Card 17:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 18:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 19:
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.

The Rasping Rifts Card 20:
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.

The Rasping Rifts Card 21:
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.

The Rasping Rifts Card 22:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 23:
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.

The Rasping Rifts Card 24:
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.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 18 ?: 1
Located/Displayed Here: Not a location, this is the stolen blessings pile (see scenario rules)

Cards Not In the Box Card 1 (Deskari):
Deskari
Villain 6
Type: Monster
Traits:
Deity
Outsider
Demon
Vermin
Aristocrat
Mythic
To Defeat:
Combat 66
THEN Combat 66
THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

Cards Not In the Box Card 2:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Cards Not In the Box 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.

Cards Not In the Box Card 4:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Cards Not In the Box 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.

Cards Not In the Box 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.

Cards Not In the Box Card 7:
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.

Cards Not In the Box Card 8:
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.

Cards Not In the Box 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.

Cards Not In the Box Card 10:
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.

Cards Not In the Box Card 11:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 13:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 15:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 17:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box Card 18:
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.

Cards Not In the Box 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.


Remember kill a monster examine next 3 cards deck handler

I have 7 mythic charges a shocking greatsword and a blessing of Gorum Fortunately I need to discard the greatsword to give it electric which it is immune to

so shock sword 1d8+13+2d6+2 recharge Find traps to add 1d8 and fire discard gorum gives another 2d8

gives 4d8+2d6+15 40 by average 4d20+2d6+15 gives closer

Ok using 3 mythic and Amaryllis swipe and Nyctessa Achakek as well

combat 63: 3d20 + 3d8 + 2d6 + 15 ⇒ (19, 6, 11) + (6, 8, 6) + (1, 4) + 15 = 76

Mythic charge passed to Ulliah Mythic charge gained from beating Mtyhic creature

Deskari defeated 6 blessings added to blessing deck Nyctessa can swap cards 2 and 3 into any order

Top three of my deck are known as boabadar climbers gloves and scrying

Explore and acquire Restore Mythic power and cast it on me

divine 13: 1d10 + 6 + 4 + 1 ⇒ (3) + 6 + 4 + 1 = 14

turn done

Ramexes Haruspex wrote:

Hand: Boabadar, Climbers gloves, Scrying, Shock Greatsword +2, Bolstering armour, Hide armour of fire resistance,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Blessing available Scrying available. If you want an armour please ask two in hand is a bit of a waste
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 [X6]+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.
X6 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)
"[Ramexes ] Mythic Medal of Agility: Ranged: Dexterity + 5
[Ramexes] Mythic Medal of Clarity: Knowledge: Intelligence + 5 "

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


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman 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: During this scenario:
• Defeating a henchman does not allow you to attempt to close a location.
• After building the location Rasping Rifts, for each character, draw two Rift Demons and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
• After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
• After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
• On your turn, you may bury a boon to explore your location.
• To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.

Rift Demon:

Henchman 6
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 30
The Rift Demon may not be evaded and is immune to the Electricity and Poison traits. Before you act, a random character summons and encounters this adventure’s servitor demon. If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30. While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card
God Caller Opon:

Henchman 6
Type: Monster
Traits: Ghost Summoner
To Defeat: Arcane Divine Knowledge 25 OR Combat 40
Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat. After you act, you are dealt 1d4 Mental damage that may not be reduced. If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.
Wenduag:

Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat 0
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box. Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Deskari:

Villain 6
Type: Monster
Traits: Deity Outsider Demon Vermin Aristocrat Mythic
To Defeat: Combat 66 THEN Combat 66 THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits. Damage dealt by Deskari may not be reduced and is dealt to each character at the location. If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

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:
[Amaryllis, Nyctessa, Uliah] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes, Nyctessa] Mythic Medal of Agility: Ranged: Dexterity + 5
[Uliah, Nyctessa, Ramexes] Mythic Medal of Vigor: Fortitude: Constitution + 5
[Ramexes, Amaryllis] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[Nyctessa, Uliah, Amaryllis] Mythic Medal of Spirit: Divine: Wisdom + 5
[Uliah, Ramexes] Mythic Medal of Command: Arcane: Charisma + 5

Turn: 4, Nyctessa/agent_eclipse

Random Cards:

Monsters
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:
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:
Putrid Ooze
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_

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

Barriers
Spoiler:
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:
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:
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.

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

Spoiler:
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.

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

Spoiler:
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:
Sign of Wrath
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Force To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.
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:
Icy Prison
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
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:
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:
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.

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of 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:
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 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:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of 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 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 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 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 12 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Gate of the Worldwound
At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
When Permanently Closed: This location is never permanently closed.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Location text for when it flips

Gate of the Worldwound Card 1:
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.

Gate of the Worldwound Card 2:
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.

Gate of the Worldwound Card 3:
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.

Gate of the Worldwound Card 4:
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_

Gate of the Worldwound Card 5:
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.

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

Gate of the Worldwound Card 7:
God Caller Opon
Henchman 6
Type: Monster
Traits:
Ghost
Summoner
To Defeat:
Arcane
Divine
Knowledge 25
OR Combat 40 Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
After you act, you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

Gate of the Worldwound Card 8:
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.

Gate of the Worldwound Card 9:
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.

Gate of the Worldwound Card 10:
Wivver Noclan
Henchman 6
Type: Monster
Traits:
Aberration
Wizard
To Defeat:
See below Before you act, each character summons and encounters a random monster.
You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

Gate of the Worldwound Card 11:
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.

Location #2: The Rasping Rifts
At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
When Closing: This location may not be closed until it is empty, then it closes automatically.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 4 Sp: 2 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, Uliah/Akaitora, None

The Rasping Rifts Card 1 (Rift Demon):
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 2 (Demon Eater):
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_

The Rasping Rifts Card 3:
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.

The Rasping Rifts Card 4:
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.

The Rasping Rifts Card 5:
Apocalypse Locust
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18 The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_

The Rasping Rifts Card 6:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 7:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 8:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 9:
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.

The Rasping Rifts Card 10:
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.

The Rasping Rifts Card 11:
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.

The Rasping Rifts Card 12:
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.

The Rasping Rifts Card 13:
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.

The Rasping Rifts Card 14:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 15:
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.

The Rasping Rifts Card 16:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 17:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 18:
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.

The Rasping Rifts Card 19:
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.

The Rasping Rifts Card 20:
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.

The Rasping Rifts Card 21:
Rift Demon
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30 The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure’s servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

The Rasping Rifts Card 22:
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.

The Rasping Rifts Card 23:
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.
Location #3: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 12 ?: 1
Located/Displayed Here: Not a location, this is the stolen blessings pile (see scenario rules)

Cards Not In the Box Card 1 (Deskari):
Deskari
Villain 6
Type: Monster
Traits:
Deity
Outsider
Demon
Vermin
Aristocrat
Mythic
To Defeat:
Combat 66
THEN Combat 66
THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari

Cards Not In the Box Card 2:
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.

Cards Not In the Box 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.

Cards Not In the Box Card 4:
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.

Cards Not In the Box Card 5:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box Card 6:
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box 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.

Cards Not In the Box Card 9:
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.

Cards Not In the Box 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.

Cards Not In the Box Card 11:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box Card 12:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Arcane 10: 1d12 + 12 ⇒ (11) + 12 = 23
Swipe is recharged
Recharging Surgeon to heal 1 random card for Nyctessa

"Wow, that was amazing Ramexes!" The surgeon Glissa was surprised- despite opposing a demon god directly, they all seemed more or less healthy! But she gave a cure potion to the dhamphir just to be safe.

Amaryllis wrote:

Hand: Dimension Leap, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Ice Strike, Robe of the Rifts,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

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 ([X] 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:
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.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

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.
Die bumps: 5

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