[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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Dark Archive

Deck Handler

Explore Rasping Rift Card 1: Rift Demon.
Servitor Demon Encounter (1:Nyctessa/2:Amaryllis/3:Uliah/4:Ramexes): 1d4 ⇒ 2 Amaryllis encounters the servitor demon.

Combat 30: 1d10 + 6 + 4 + 2 + 5d6 ⇒ (8) + 6 + 4 + 2 + (4, 5, 4, 6, 6) = 45 Defeated/Displayed on Canopic Conversion/Mythic Charge gained.

End Turn. Reset Hand. Recharge Animated Zombie to Draw Betrayal Demon 2.

Nyctessa wrote:

Hand: Ice Chemist, Phoenix Cloak, Master's Lash, Cleric of Nethys, Blessing of The All-Seeing Eye, Cloudburst, Ice and Fire, Binder's Tome, Betrayal Demon 2,

Displayed: Eagle Aerie, Canopic Conversion 12,
Deck: 12 Discard: 0 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:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Summoning Favored of Deskari

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

Recharging Robe of the Rifts by expending 1 mythic counter, expending 1 mythic counter for Attack
Combat 35: 1d12 + 10 + 2d20 ⇒ (11) + 10 + (8, 10) = 39
Combat 35: 1d12 + 10 + 2d20 ⇒ (10) + 10 + (17, 20) = 57
Favored of Deskari is banished. Gaining 1 mythic counter

The champion of misfortune had barely started to emerge from the rifts when Amaryllis's robes glowed with sorcery. "No, you can't come here!" shrieked the halfling, disrupting the Rift Demon's summoning spell and banishing the Deskari demon into the nether.

(Amaryllis's turn)
Blessing 1: Ascension o'clock
Exploring Rasping Rifts 1: 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_

Discarding Ice Strike. Nyctessa reveals Binder's Tome
Combat 21: 1d12 + 11 + 3d6 + 1d4 ⇒ (8) + 11 + (6, 3, 2) + (1) = 31
Revealing Swallowtail Bracers. Nyctessa reveals Binder's Tome
Arcane 12: 1d12 + 11 + 1 + 1d4 ⇒ (9) + 11 + 1 + (1) = 22
Ice Strike is recharged. Demon Eater is banished

"Ew, gross!" A demon eater had been attracted by the doomed Deskari demon. After consuming the demon, the bug-creature tried to come through the portal, but Amaryllis repelled it with an ice spell.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Dimension Leap, Pyromaniac Mage, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Blessing of Iomedae 2, Amulet of the Abyss,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); 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: 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
-- [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
-- +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:
• 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: 6, Uliah/Akaitora

Random Cards:

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

Spoiler:
Ghoul
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
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:
Greater Shadow
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22 The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_

Spoiler:
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.

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

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

Spoiler:
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.

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

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

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

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

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

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

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

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

Spoiler:
Ring of Reflection
Item 4
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 12 When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

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

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

Spoiler:
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.

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

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

Spoiler:
Blessing of Xoveron
Blessing 5
Traits:
Divine
Xoveron
Corrupted To Acquire:
None 0 When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Top of Blessing Discard Pile:

Blessing of Xoveron:
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.

Blessings Remaining: 12

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 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 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 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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 7 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 8 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this 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.
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.

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: 1 Ba: 3 W: 4 Sp: 2 Ar: 4 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, Uliah/Akaitora, None

The Rasping Rifts Card 1:
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 2:
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 3:
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 4:
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 5:
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 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:
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 8:
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 9:
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 10:
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 11:
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 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:
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 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:
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:
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 17:
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 18:
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 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:
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 21:
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.


Uliah's Deck Handler

During Ramexes' turn, Uliah gained 1 Mythic Counter bringing him back up to 6. Thank you, Ramexes!

Starting Uliah's turn under Blessing of Xoveron.

At the end of his move step, Uliah will recharge Restorative Touch to recharge a random card from his discard pile: Blessing of the Lord In Iron.

Then, he is going to explore and encounter Rasping Rifts Card 1: Celestial Armor. I could use some armor, so I will discard Blessing of the Everlight to add 2 dice to my Constitution check. I will also reveal my Belt of Physical Might to add +2.

CtA Constitution 10: 3d6 + 2 ⇒ (6, 1, 4) + 2 = 13

Acquired! Uliah will then recharge his Striking Wing Scimitar to move to the Gate of the Worldwound, just to get it out of my hand.

At the end of his turn, Uliah resets his hand.

Uliah wrote:

Hand: Autumn Witch (ADV 6), Celestial Armor, Dawnflower's Kiss, Belt of Physical Might, Orcish Earthbreaker +2, Hrilga Shield-Maiden (ADV 4), Divine Fortune,

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 or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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

It is the hour of ascenscion

Ramexes continues to explore the rifys and finds some armour

With two armours in hand its feeling rather full

con 8: 1d8 + 2 ⇒ (1) + 2 = 3

Casts scrying declaring monster at the rifts

Recharges scrying

Leaves top three monsters as they are

Discards Boabadar to explore again

Reveal shock greatsword and use one mythic power

combat 24: 1d20 + 12 + 2d6 + 2 ⇒ (17) + 12 + (1, 6) + 2 = 38

1 To whoever is lowest on mythic charges regain 1 mythic charge as locust is mythic

No blessings in hand scout top three cards of the gate (looks good order to me but shout if you want it rearraging

Ramexes Haruspex wrote:

Hand: Blessing of milani, Climbers gloves, Soulshear, Shock Greatsword +2, Bolstering armour, Hide armour of fire resistance,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Blessing 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.

Blessing of pharasma is on top of my deck

Dark Archive

Deck Handler

Hand Fixed.

Nyctessa wrote:

Hand: Ice Chemist, Samisen of Oracular Vision, Master's Lash, Cleric of Nethys, Blessing of The All-Seeing Eye, Cloudburst, Ice and Fire, Binder's Tome, Betrayal Demon 2,

Displayed: Eagle Aerie, Canopic Conversion 12,
Deck: 12 Discard: 0 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:


Box Runner

Nyctessa and Amaryllis need to summon Apocalypse Locust from Ramexes turn (BoAscension was the hour)

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_

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: 8, Nyctessa/agent_eclipse

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:
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:
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:
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:
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_

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

Spoiler:
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 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:
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:
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.

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

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

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

Spoiler:
Master's Lash
Weapon 6
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee
Dexterity 16 For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

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

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

Spoiler:
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.

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

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

Items
Spoiler:
Fortune's Arrow
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

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

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

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

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

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

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

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

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

Spoiler:
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

Top of Blessing Discard Pile:

Blessing of 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: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of 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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 5 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 6 /
Blessing of 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 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.
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: Uliah/Akaitora, 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: 0 Ba: 3 W: 4 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, 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 (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 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:
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 5:
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 6:
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 7:
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 8:
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 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:
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 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:
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 14:
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 15:
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 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:
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 18:
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)
Summoning Apocalypse Locust

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_

Discarding Blessing of Iomedae, using 2 mythic counters. Nyctessa reveals Binder's Tome
Combat 24: 2d20 + 6 + 1d4 ⇒ (10, 5) + 6 + (2) = 23
Discarding Dimension Leap to reroll
Combat 24: 2d20 + 6 + 1d4 + 1d4 ⇒ (10, 11) + 6 + (3) + (1) = 31
Nyctessa gains 1 mythic counter. Apocalypse Locust is banished. Gaining 1 mythic counter

One of the gigantic locusts charged at Amaryllis. "Ew, go away!" The locust was about to trample the halfling, when luckily a dimensional rift opened up right underneath it! The halfling gave a nervous but excited laugh and then shouted a warning to Nyctessa. "Look out, another one is coming!"

Amaryllis wrote:

Hand: Pyromaniac Mage, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Amulet of the Abyss,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking:
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
-- [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
-- +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

Dark Archive

Deck Handler

Off-Turn: Encounter Apocalypse Locust.

Recharge Ice and Fire. Banish Betrayal Demon. Reveal Binder's Tome. 1 Mythic Charge.
Combat 24: 1d20 + 7 + 4 + 2 + 2d8 + 3 + 2d4 + 1d4 ⇒ (1) + 7 + 4 + 2 + (7, 3) + 3 + (4, 4) + (4) = 39 Defeated/Acquired.

Recharge Samisen of Oracular Vision to Examine Top 3 cards of Gate of The Worldwound.

Nyctessa wrote:

Hand: Ice Chemist, Master's Lash, Cleric of Nethys, Blessing of The All-Seeing Eye, Apocalypse Locust 6, Ice and Fire, Binder's Tome,

Displayed: Eagle Aerie, Canopic Conversion, Canopic Conversion Value: 12,
Deck: 13 Discard: 0 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: 7 Sideboard cards:

Start of Turn. Explore Card 1: Rift Demon.

Recharge Cloudburst (ignoring BYA). Banishing Apocalypse Locust. 1 Mythic Charge.
Ice Chemist/Binder's Tome recharged to Rift Demon effect.
Combat 30: 1d20 + 7 + 4 + 2 + 3d6 + 6d4 ⇒ (4) + 7 + 4 + 2 + (3, 2, 1) + (4, 3, 2, 3, 3, 1) = 39 Defeated/Acquired.

Discard Cleric of Nethys to examine Top 2 cards and explore Rift Demon (since they are both Rift Demons.)
BYA: Encounter Servitor Demon (1 Nyctessa, 2 Amaryllis, 3 Uliah, 4 Ramexes): 1d4 ⇒ 4 Ramexes encounters servitor demon.
Reveal Master's Lash. Discard Canopic Conversion. Banish Rift Demon. 1 Mythic Charge.
Recharging Master's Lash/Blessing of The All-Seeing Eye to Rift Demon effect.
Combat 30: 1d20 + 1 + 1d6 + 5 + 6d6 + 12 ⇒ (7) + 1 + (3) + 5 + (2, 3, 3, 2, 2, 4) + 12 = 44 Defeated/Acquired/Cleric of Nethys shuffled into deck.
Arcane 16: 1d10 + 7 + 4 + 2 ⇒ (8) + 7 + 4 + 2 = 21 Canopic Conversion recharged.

Nyctessa wrote:

Hand: Blessing of Nethys, Transmogrify, Blessing of Achaekek, Create Mindscape, Ice and Fire, Binder's Tome, Bound Lantern Archon, Blessing of Qi Zhong, Rift Demon 6,

Displayed: Eagle Aerie,
Deck: 12 Discard: 0 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:

Ramexes needs to encounter a servitor demon.

Top 3 of Gate examined.
Next card at Rifts is Rift Demon.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Displaying Wall of Fire
Exploring Rasping Rifts 3: 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

Random character (1=Amaryllis, 2=Uriah, 3=Ramexes, 4=Nyctessa): 1d4 ⇒ 3
Ramexes must summon a Favored of Deskari. Wall of Fire adds 2d4 and Fire to Ramexes's combat checks.
Using Wall of Fire by recharging Ring of Energy Resistance, recharging Amulet of the Abyss by recharging Swallowtail Bracers, using 1 mythic counter.
Combat 30: 1d20 + 11 + 2d6 + 1d20 ⇒ (7) + 11 + (1, 3) + (16) = 38
Ramexes gains 1 mythic counter. Rift Demon is banished. Gaining 1 mythic counter.

More demons were pouring through the rift! Amaryllis summoned a wall of fire to try to stem the tide. The sorcerer incinerated a rift demon, but not before another demon ran to attack Ramexes. The marshal angled her wall to try to help her unlucky friend.

Pausing for Ramexes to see if he examines the Rasping Rifts

Amaryllis wrote:

Hand: Pyromaniac Mage, Stole of the Inheritor,

Displayed: Wall of Fire,
Deck: 18 Discard: 2 Buried: 0
Notes: Wall of Fire adds 2d4 and Fire to local combat checks during my turn
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking:
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
-- [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
-- +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


Remember kill a monster examine next 3 cards deck handler

First favoured of deskari Has 6 mythic charges as

Reveal soulshear recharge blessing of Milani for extra fire die on 2 mythic charges

combat 35: 2d20 + 1d8 + 16 ⇒ (11, 13) + (5) + 16 = 45

and again

combat 35: 2d20 + 1d8 + 16 ⇒ (13, 4) + (7) + 16 = 40

Giving 1 to Amaryllis gaining one back puts me at 5

Then on Amaryllis turn

Soulshear and two charges

combat 35: 2d20 + 15 + 2d4 ⇒ (18, 12) + 15 + (3, 3) = 51
combat 35: 2d20 + 15 + 2d4 ⇒ (11, 6) + 15 + (4, 3) = 39

this time 1 charge to Nyctessa gaining one back leaving me at 4

There is a spirit blade, gift of noctulia and a rift demon ahead

rearrange as you see fit

So prior to amaryllis first fight with rift demon

Ramexes Haruspex wrote:

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

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Blessing available. If you want an armour please ask two in hand is a bit of a waste
Mythic Charges: 4 Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) ( 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

(Resuming turn)
Ramexes rearranges Rasping Rifts to topdeck Spirit Blade
Discarding Pyromaniac Mage to explore Rasping Rifts 5: Spirit Blade

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.

Medal of Agility: Using 1 mythic counter
Ranged 9: 1d8 + 8 ⇒ (1) + 8 = 9
Spirit Blade is acquired

As Ramexes defeated the last demon, a glowing grey knife fell from its grasp. Blaine the mage spotted the magic blade and retrieved it for his marshal.

Ending turn. Nyctessa reveals Binder’s Tome
Arcane 13: 1d12 + 11 + 1d4 ⇒ (5) + 11 + (1) = 17
Wall of Fire is recharged. Nyctessa reveals Binder’s Tome
Arcane 12: 1d12 + 11 + 1d4 ⇒ (10) + 11 + (1) = 22
Dimension Leap is recharged. Resetting hand

Amaryllis wrote:

Hand: Spirit Blade, Banner of Valor, Dominate, Blessing of the Gods 3, Stole of the Inheritor, Mist Horn, Blessing of the Gods 1, Sign of Wrath,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:
Ask before using: 2 Blessings of the Gods (adds d12); 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; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
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
-- [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
-- +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

Third card actually was not a rift demon and was demonbane longsword+2. Gift of nocula and the longsword can be re-arranged if needed
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: 10, Uliah/Akaitora

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
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:
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:
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.

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

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

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

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

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

Spoiler:
Thylacine
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

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

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

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

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

Top of Blessing Discard Pile:

Blessing of 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: 8

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 3 /
Blessing of 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 Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: Uliah/Akaitora, 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: 0 Ba: 3 W: 3 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, None

The Rasping Rifts Card 1 (Gift of Nocticula):
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 2 (Demonbane Longsword +2):
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 3:
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 4:
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 5:
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 6:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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:
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 10:
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 11:
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 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:
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 14:
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.


Uliah's Deck Handler

Starting Uliah's turn under Blessing of Ascension.

Uliah will explore to encounter Gate to the Worldwound Card 1: Lend Mythical Path. Uliah will try to acquire it, revealing Hrilga Shield Maiden to add +1d4+1 to his check. Uliah will also display Divine Fortune to add another +1d6.

CtA Divine 14: 1d10 + 7 + 1d4 + 1 + 1d6 ⇒ (8) + 7 + (1) + 1 + (2) = 19

Acquired!Uliah will immediately bury it to explore again and encounter Card 2: Deal with a Demon, which is displayed next to the scenario, but is defeated.

Uliah will discard Hrilga Shield Maiden to explore again and encounter Card 3: Demonic Fly. I encountered a Demon, so I must recharge a card: Orcish Earthbreaker +2. Gate of the Worldwound is now flipped (and temporarily closed, I think?)

For the Combat check, Uliah will reveal Dawnflower's kiss to add +1d8+4 to his Combat check, and another +4 from Uliah's power. He will also reveal Autumn Witch to add +1d4+1 to his Combat check, and Belt of Physical Might to add another +2. Divine Fortune is still in effect.

CtD Combat, Melee 13: 1d6 + 11 + 1d8 + 4 + 4 + 1d4 + 1 + 2 ⇒ (2) + 11 + (1) + 4 + 4 + (4) + 1 + 2 = 29

If defeated, the Fly deals 1 Acid Damage to Uliah. He discards the Celestial Armor as damage. He is out of explores, so Uliah will end his turn. At the end of his turn, he attempts to recharge Divine Fortune, revealing Autumn Witch to add +1d4+1 to his Divine check.

Recharge Divine Fortune, Divine 13: 1d10 + 7 + 1d4 + 1 ⇒ (4) + 7 + (4) + 1 = 16

Then, Uliah resets his hand.

Uliah wrote:

Hand: Blancher, Autumn Witch (ADV 6), Dawnflower's Kiss, Belt of Physical Might, Chalice of Ozem, Evangelist, Bound Lantern Archon,

Displayed:
Deck: 13 Discard: 4 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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

Yes, Gate of worldwound is now temporarily closed, though there is no real villain in this scenario

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:
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, 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: 11, 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:
Urannag
Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17 You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_

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

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

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:
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:
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 Lucre
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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

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

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

Spoiler:
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:
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:
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:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

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

Spoiler:
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:
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:
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.

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

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

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

Spoiler:
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.

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

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

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

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 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 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 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 7

Blessings Deck

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

Location #1: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Uliah/Akaitora, Location text for when it flips

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

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

Gate of the Worldwound Card 4:
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 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.

Gate of the Worldwound Card 6:
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 7:
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 8:
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: 0 Ba: 3 W: 3 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, None

The Rasping Rifts Card 1 (Gift of Nocticula):
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 2 (Demonbane Longsword +2):
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 3:
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 4:
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 5:
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 6:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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:
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 10:
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 11:
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 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:
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 14:
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.


Remember kill a monster examine next 3 cards deck handler

Will discard firehide armour shock greatsword and climbers gloves at end of turn unless nyctessa or amaryllis. Wants one of them

Ramexes will try collect the demon bane longsword

combat 12: 1d8 + 3 + 3 + 4 ⇒ (5) + 3 + 3 + 4 = 15

Ends turn

Ramexes Haruspex wrote:

Hand: Demonbane Longsword +2, Blessing of pharasma, Soulshear, Black robe, Bolstering armour, Blessing of isis,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes: Blessing available. If you want an armour please ask two in hand is a bit of a waste
Mythic Charges: 4 Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) ( 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:
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, 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: 12, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
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_

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
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.

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 6

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 Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 4 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Uliah/Akaitora, Location text for when it flips

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

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

Gate of the Worldwound Card 4:
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 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.

Gate of the Worldwound Card 6:
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 7:
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 8:
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: 0 Ba: 3 W: 2 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, None

The Rasping Rifts Card 1 (Gift of Nocticula):
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 2:
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 3:
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 4:
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 5:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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:
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 9:
Paralyze
Spell 2
Traits:
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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:
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 13:
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.

Dark Archive

Deck Handler

Off-Turn: Display Create Mindscape at The Rasping Rifts.
Off-Turn: Recharge Bound Lantern Archon to Rearrange Top 3 of Deck and Draw: Arcane Cannonade.
Off-Turn: Display Arcane Cannonade.

Do not move and encounter Deskari.
Play Transmogrify.
Difficulty Decrease: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Recharge Ice and Fire. Discard Blessing of Achaekek. Banish Rift Demon 6. Create Mindscape. Arcane Cannonade. Reveal Binder's Tome. 1 Mythic Charge.
Combat 52 (66-12): 1d20 + 6 + 4 + 2 + 1d10 + 2d8 + 3 + 2d10 + 6d6 + 1d4 + 1d6 + 1d4 ⇒ (10) + 6 + 4 + 2 + (2) + (7, 1) + 3 + (6, 8) + (2, 2, 2, 1, 1, 4) + (4) + (1) + (4) = 70 Defeated/Acquired/Blessing of Achaekek shuffled into deck. 6 Blessing shuffled into Blessing Deck.

Arcane 16: 1d10 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17 Transmogrify Recharged.

Explore The Rasping Rifts Card 1: Gift of Nocticula.
Gift of Nocticula displayed next to scenario, Deal with a Demon banished.

Discard Blessing of Nethys to Examine Top 2 Cards (2 & 3) and Explore Card 2: Spell Bombardment.
Auto-Acquired.

Reveal Blessing of Qi Zhong to shuffled Blessing of Nethys into deck then Explore Card 3: Mantle of Faith.
Auto-Fail.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Cloudburst, Deskari 6, Samisen of Oracular Vision, Animated Zombie, Master's Lash, Binder's Tome, Spell Bombardment, Blessing of Nethys, Canopic Conversion, Ice and Fire,

Displayed: Eagle Aerie, Create Mindscape, Arcane Cannonade,
Deck: 9 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:

Arcane 15: 1d10 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17 Arcane Cannonade stays displayed.

Recharge Samisen of Oracular Vision to Examine Top 3 Cards of The Rasping Rifts: Rift Demon, Disrupting Warhammer, Rift Demon.


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:
Gift of Nocticula (Known):

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.

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: 13, Amaryllis/EmpTyger

Random Cards:

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

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

Spoiler:
Mist Horror
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20 The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

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

Barriers
Spoiler:
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.

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

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

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

Spoiler:
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.

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

Spoiler:
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.

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

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

Spoiler:
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.

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

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

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

Spoiler:
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.

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

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

Blessings
Spoiler:
Blessing of 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 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 Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

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

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

Top of Blessing Discard Pile:

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

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 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 3 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this 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 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 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: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Uliah/Akaitora, Location text for when it flips

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

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

Gate of the Worldwound Card 4:
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 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.

Gate of the Worldwound Card 6:
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 7:
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 8:
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: 0 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal, 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 (Disrupting Warhammer):
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 3 (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 4:
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 5:
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 6:
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 7:
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 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:
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 10:
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: 6 ?: 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 3:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 5:
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 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.

Cards Not In the Box 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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Shax o'clock
Moving to Gate of the Worldwound
Recharging Banner of Valor to recharge Blessing of Iomedae
Exploring Gate of the Worldwound 1: Xenarth

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 flips open. Recharging Spirit Blade
Discarding Dominate. Xenarth is evaded.
Gate of the Worldwound: Dragonbreath Bow, Spite Demon, God Caller Opon, Celestial Armor, Telekinesis Trap, Wivver Noclan, Mythic Glyph.
Drawing Gate of the Worldwound 2: Dragonbreath Bow

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

Xenarth is shuffled back into Gate of the Worldwound
Arcane 14: 1d12 + 11 ⇒ (2) + 11 = 13
Dominate remains discarded

Amaryllis retreated to the gate, which opened as a bloody shark swam out... walked out? Amaryllis was confused. "Hi Mister Shark! Do you walk or do you swim?"
The shark rumbled something in abyssal. Amaryllis was still confused. "I'm sorry, I don't understand! Maybe you would like to play fetch?" The sorcerer's suggestion was impossible to resist, and the xenarth was compelled to bring Amaryllis an incredible bow.

Shuffled Gate of the Worldwound: 1d8 ⇒ 8
Discarding Blessing of the Gods to explore Gate of the Worldwound 8: Mythic Glyph

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.

Uliah must summon a Mythic Glyph
Arcane 17: 1d12 + 11 ⇒ (12) + 11 = 23
Discarding Ataxian, Blessing of the Gods, Blessing of Iomedae, Frost Ray from deck
Mythic Glyph is banished. Gaining 1 mythic charge

There were magical glyphs inscribed on the bow. Amaryllis showed them to Uliah. "It's a test. We need to be superheroic to wield the bow! Can you do it?" She let Uliah go first, then took a turn herself. Straining with all her magical might, she drew back the bowstring. "Whew, I ache all over. But I did it!"

Ending turn
Arcane 14: 1d12 + 12 ⇒ (11) + 12 = 23
Dominate is recharged. Resetting hand
Arcane 8: 1d12 + 12 ⇒ (1) + 12 = 13
Frost Ray is recharged

(At the start of Uliah's turn)
Recharging Surgeon to heal Ataxian

Glissa healed Amaryllis's aching muscles. "No wonder you feel so sore!"

Amaryllis wrote:

Hand: Dragonbreath Bow, Life Leech, Swipe, Surgeon, Stole of the Inheritor, Mist Horn, Blessing of the Gods 1, Sign of Wrath,

Displayed:
Deck: 14 12 Discard: 4 5 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12); 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; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); 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

During Amaryllis' turn, Uliah needs to encounter a Mythic Glyph. For his check to defeat, he is going to reveal Evangelist using his power to add +1d4+1, and then reveal Evangelist for its power to add +1 to his check.

CtD Divine 17: 1d10 + 1d4 + 1 + 7 + 1 ⇒ (7) + (3) + 1 + 7 + 1 = 19

Defeated! Uliah gets an additional Mythic Charge, bringing his total to 7. Perhaps it's time to hit the Deskari Piñata? In addition, He discards the top 3 cards of his deck: Blessing of the Everlight, Blessing of the Oathkeeper and Major Cure.

Uliah grasped the bow that Amaryllis handed him. It was a strange request, but after all they've been through, he implicitly trusted all of his companions.

The warding magic was powerful on the bow indeed, but Uliah's divine power was able to overcome it.

Starting Uliah's turn under Blessing of Deskari. Maybe it's a sign?...

No. Too many resources spent to get to 66, and we might not need that much time to finish the scenario.

At the end of Uliah's move step, he is going to recharge Dawnflower's Kiss to recharge a random card from his discard pile: Hrilga Shield Maiden.

Then, Uliah is going to explore...

Random Card to encounter, ignoring results of 2 and 8: 1d8 ⇒ 6

Uliah encounters Gate of the Worldwound Card 6: Telekinesis Trap. For his check to defeat Uliah will display Chalice of Ozem to give himself +1d6 to his checks. He is going to reveal Evangelist for his power and its power to add +1d4+2 to his Divine check.

CtD Divine 12: 1d10 + 1d6 + 1d4 + 7 + 2 ⇒ (6) + (5) + (2) + 7 + 2 = 22

"Another trap" - Uliah thought. "What are they hiding here? I better prepare."

Now, Uliah will bury Bound Lantern Archon to examine the top 3 cards of his deck: Renewal, Restorative Touch and Blessing of the Lord in Iron. He will put Blessing of the Lord in Iron on top and then draw it.

Recharge Bound Lantern Archon: 1d10 + 1d6 + 1d4 + 7 + 2 ⇒ (9) + (6) + (4) + 7 + 2 = 28

Then, Uliah is going to discard Evangelist to explore again. He encounters...

Random Card to encounter, ignoring results of 2, 6 and 8: 1d8 ⇒ 4

Uliah encounters Card 4: God Caller Opon

Before I act, I can attempt a Diplomacy 25 check, and I will. For the check, I will ask Ramexes to use his Blessing of Isis to add a die and the Acid trait to my check, which allows Uliah to recharge his Autumn Witch to add a die. Finally, I will spend a Mythic Charge to replace one of the 1d8 with a 1d20.

Through the gate, Uliah found the summoner that had been tasked with bringing Deskari forth: God Caller Opon.

"Stand down, Opon! My army and that of the other champions of Queen Godfrey have you all surrounded both from this world and the abyss. Our gods smile upon us and protect us. Yours has already been beat by our champions twice just today. Repent, and your soul might yet find redemption in the dawnflower's light!"

BYA Diplomacy 25: 1d20 + 2d8 + 12 ⇒ (7) + (6, 6) + 12 = 31

Success! Amaryllis gets a Mythic Charge and Uliah gets to add 2d20 to his check to defeat God Caller Opon.

CtD Divine 25: 2d20 + 1d10 + 7 ⇒ (4, 18) + (3) + 7 = 32

Success! God Caller Opon defeated.

Opon falters just for a moment, which gives Uliah an opening to channel positive energy in mythical proportions, banishing the ghostly summoner forever.

Uliah is all peltered out and will be ending his turn and resetting his hand.

Uliah wrote:

Hand: Blancher, Renewal, Restorative Touch, Belt of Physical Might, Demon Armor, Cleric of Nethys (ADV 2), Blessing of the Lord in Iron (ADV 5),

Displayed:
Deck: 8 Discard: 7 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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: 7 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +7
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: +7
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.

Uliah is going to cast Restorative Touch on himself.

Heal Uliah: 1d4 + 1 ⇒ (2) + 1 = 3

Uliah heals Blessing of the Everlight (ADV 3), Blessing of the Oathbringer and Righteousness.

Recharge Restorative Touch, Divine 11: 1d10 + 1d4 + 7 + 1 ⇒ (4) + (1) + 7 + 1 = 13

Then, Uliah will cast Renewal. Amaryllis and Uliah can each draw a card. Uliah draws

Recharge Renewal, Divine 11: 1d10 + 1d4 + 7 + 1 ⇒ (5) + (2) + 7 + 1 = 15

Uliah wrote:

Hand: Blancher, Belt of Physical Might, Demon Armor, Cleric of Nethys (ADV 2), Blessing of the Lord in Iron (ADV 5), Bound Lantern Archon (ADV 2),

Displayed:
Deck: 12 Discard: 4 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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: 7 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +7
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: +7
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 Amulet of the Abyss

“Thanks again, Uliah. Let’s keep going!”

Amaryllis wrote:

Hand: Dragonbreath Bow, Life Leech, Swipe, Amulet of the Abyss, Stole of the Inheritor, Mist Horn, Blessing of the Gods 1, Sign of Wrath,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12); 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; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Swipe (discard for -3 to combat difficulty)
Mythic Charges: 7

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +7 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
-- +7 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

It is the hour of Torag (ramexes discarded a blessing of Isis)

Ramexes strides forth to encounter the rift demon Then swerves to the world wound as he sees the fight is not easy up close and personal

cards 1 3 5 and 7 left encountering 1d4 ⇒ 1

A spray of acid showers his companions as a Xanarth appears

He recharges his armour

His black robe protects Ramexes (2 acid damage for Amaryllis and ulliah)

Recharges demon bane sword

combat 24: 1d8 + 6 + 4 + 1d8 + 2 + 1d6 + 1d8 ⇒ (1) + 6 + 4 + (7) + 2 + (5) + (3) = 28

Reaaranges the remaining 3 cards (xenarth banished) as celestial armour, spite demon, henchman vivian monster caller

my next three are fortune teller shortspear and wayfarer

End turn

Ramexes Haruspex wrote:

Hand: Shortspear +3, Blessing of pharasma, Soulshear, Black robe, Fortune teller, Wayfarer,

Displayed:
Deck: 11 Discard: 6 Buried: 0
Notes: Blessing available. If you want an armour please ask two in hand is a bit of a waste
Mythic Charges: 4 Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) ( 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

Explore The Rasping Rifts Card 1: Rift Demon.
Recharge Cloudburst ignoring BYA effects. Create Mindscape. Arcane Cannonade. Banish Deskari.
Combat 30: 1d10 + 6 + 4 + 2 + 3d6 + 1d4 + 1d6 + 6d6 ⇒ (7) + 6 + 4 + 2 + (3, 5, 3) + (3) + (3) + (3, 2, 3, 3, 6, 2) = 55 Defeated/Acquired/Blessing of Qi Zhong shuffled into deck.
Binder's Tome recharged for playing a card.

Discard Blessing of Nethys to Rearrange and Explore Card 3: Rift Demon.
BYA: Encounter Servitor Demon (1 Nyctessa, 2 Amaryllis, 3 Uliah, 4 Ramexes): 1d4 ⇒ 3 Uliah encounters servitor demon.
Recharge Cloudburst ignoring BYA effects. Create Mindscape. Arcane Cannonade. Banish Rift Demon. Mythic Charge.
Combat 30: 1d20 + 7 + 4 + 2 + 5d6 + 1d4 + 1d6 + 6d6 ⇒ (13) + 7 + 4 + 2 + (3, 1, 6, 1, 4) + (1) + (3) + (3, 2, 3, 2, 6, 6) = 67 Defeated/Acquired/Blessing of Nethys shuffled into deck.
Master's Lash recharged for playing a card.

Discard Animated Zombie to Explore Card 2: Disrupting Warhammer.
Auto-Fail.

End Turn. Reset Hand.

As everyone left Nyctessa did not feel pangs of abandonment...oh no...now she could unleash her full power on the demons fueling the rift.

She marched forward taking on the two lurking nearby using a fragment of Deskari against them. The power emboldened the storm cloud that left one with a charred look of surprise but only for a moment as it rose to serve the necromancer. One rift demon held the other as a ritual amalgamated the two into a lumbering abomination.

"Is that all? Can this rift not bring forth more...I want to grow my minions power." she cackled.

Nyctessa wrote:

Hand: Phoenix Cloak, Blessing of Nethys, Transmogrify, Cleric of Nethys, Bound Lantern Archon, Binder's Tome, Spell Bombardment, Samisen of Oracular Vision, Cloudburst, Ice and Fire,

Displayed: Eagle Aerie, Create Mindscape, Arcane Cannonade, Canopic Conversion, Value 12,
Deck: 7 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. Canopic Conversion: Add amount displayed and Undead trait to any check.
Mythic Charges: 6 Sideboard cards:

Recahrge Samisen of Oracular Vision to Examine Top 3 Cards of The Rasping Rifts: Rift Demon, Expeditious Chain Mail, Paralyze.


Uliah's Deck Handler

During Ramexes' turn, Uliah discards Demon Armor to reduce Acid Damage to 0.

During Nyctessa's turn, Uliah summons and encounters the Servitor Demon:

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.

For his check to defeat, Uliah will reveal Blancher to add +2d6+4, and another +4 (his Wisdom mod) from his power. He will also reveal his Belt of Physical Might for +2, and his Cleric of Nethys as part of his power to add +1d4+1. Finally, Uliah will spend a Mythical Charge to replace one of the 1d6 with a 1d20.

CtD Combat, Melee 35: 1d20 + 11 + 2d6 + 4 + 4 + 1d4 + 1 + 2 ⇒ (15) + 11 + (4, 2) + 4 + 4 + (1) + 1 + 2 = 44

Defeated! Ramexes gains a Mythic Charge, and so does Uliah after defeating a Mythic Bane.

A powerful demon emerged from the rift to try and take advantage of what it assumed was Uliah's weakened state after having channeled such immense divine energy. Truth is, Uliah's connection with Sarenrae had made him a living conduit for its warmth. If there was a limit to Sarenrae's might, Uliah didn't know it, and the so-called favored of Deskari would briefly realize this before disintegrating upon touching Uliah's blade.

Uliah wrote:

Hand: Blancher, Belt of Physical Might, Cleric of Nethys (ADV 2), Blessing of the Lord in Iron (ADV 5), Bound Lantern Archon (ADV 2),

Displayed:
Deck: 12 Discard: 5 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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)
Revealing Stole of the Inheritor to prevent 2 Acid damage

The ichor slid right off of the holy stole.

(Amaryllis's turn)
Blessing 4: Nethys o'clock
Giving Dragonbreath Bow to Ramexes

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.

Amaryllis figured Ramexes would know when the best time to fire the bow would be. "That's why he's an oracle!"

Moving to Rasping Rifts
Exploring Rasping Rifts 4: 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

Random character (1=Amaryllis, 2=Uriah, 3=Ramexes, 4=Nyctessa): 1d4 ⇒ 1
Summoning Favored of Deskari
Favored of Deskari:
Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.

Discarding Sign of Wrath by expending 1 mythic counter, using 1 mythic counter, using Create Mindscape, using Arcane Cannonade. Nyctessa reveals Binder's Tome
Combat 35: 1d20 + 12 + 3d8 + 1d4 + 1d4 + 1d6 ⇒ (5) + 12 + (1, 8, 5) + (2) + (2) + (5) = 40
Combat 35: 1d20 + 12 + 3d8 + 1d4 + 1d4 + 1d6 ⇒ (9) + 12 + (1, 3, 3) + (1) + (4) + (4) = 37
Nyctessa gains 1 mythic counter. Nyctessa takes 1 Force damage.
Using Create Mindscape. Nyctessa reveals Binder's Tome
Arcane 16: 1d20 + 11 + 1d4 + 1d4 ⇒ (13) + 11 + (1) + (1) = 26
Sign of Wrath is recharged. Favored of Deskari is banished. Gaining 1 mythic counter

Amaryllis hurried back to the Rifts to prevent Nyctessa from being overrun by demons. Although the wizard didn't seem like she was in trouble; in fact, Nyctessa probably took more damage from Amaryllis's forceful entrance. "Oopsies! Sorry about that! Uh, try standing over there?" The halfling marshal directed Nyctessa to a more advantageous position.

Discarding Life Leech by recharging Mist Horn, using 2 mythic counters, using Create Mindscape, using Arcane Cannonade.
Combat 30: 1d20 + 12 + 2d4 + 1d4 + 1d20 ⇒ (10) + 12 + (3, 1) + (2) + (12) = 40
Nyctessa gains 1 mythic counter.
Life Leech: 1d4 + 1 ⇒ (1) + 1 = 2
Blessing of the Gods, Pyromaniac Mage are healed.
Using Create Mindscape.
Arcane 15: 1d12 + 10 + 1d4 ⇒ (4) + 10 + (3) = 17
Life Leech is recharged. Rift Demon is banished. Gaining 1 mythic counter.

Except there was another demon where Amaryllis indicated! "Uh, maybe over there instead?" Amaryllis drained away the demon while she tried to coordinate a good spot for the dhampir. "I'm sorry! This mindscapy stuff is really confusing!"

Discarding Blessing of the Gods copying Blessing of Nethys to examine Rasping Rifts 5: Expeditious Chain Mail, Rasping Rifts 6: Paralyze

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.

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.

Exploring Rasping Rifts 5: Expeditious Chain Mail
Acrobatics 9: 1d8 + 5 ⇒ (4) + 5 = 9
Expeditious Chain Mail is acquired

The halfling took a moment to slip on some magical chain mail. "That's better!" Amaryllis could now better maneuver within the twisty rift physics.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Expeditious Chain Mail, Mist Horn, Robe of the Rifts, Amulet of the Abyss, Stole of the Inheritor, Blessing of Iomedae 2, Spirit Blade, Swipe,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Swipe (discard for -3 to combat difficulty); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); 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; Mist Horn (display at any location to prevent 3 monster damage until start of my turn)
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
-- [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
-- +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

Dark Archive

Deck Handler

Arcane 15: 1d10 + 6 + 4 + 2 + 1d4 ⇒ (3) + 6 + 4 + 2 + (4) = 19 Arcane Cannonade stays displayed.

Nyctessa wrote:

Hand: Phoenix Cloak, Blessing of Nethys, Transmogrify, Cleric of Nethys, Bound Lantern Archon, Binder's Tome, Spell Bombardment, Cloudburst,

Displayed: Eagle Aerie, Create Mindscape, Arcane Cannonade, Canopic Conversion, Value 12,
Deck: 8 Discard: 2 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. Canopic Conversion: Add amount displayed and Undead trait to any check.
Mythic Charges: 8 Sideboard cards:

Ice and Fire discarded to Force damage.


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:
Gift of Nocticula (Known):

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.

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: 18, Uliah/Akaitora

Random Cards:

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

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

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

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

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

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

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

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

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

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

Spells
Spoiler:
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:
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:
Steal Mythic Power
Spell 5
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
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.

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

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

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

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

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

Spoiler:
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:
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.

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

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

Top of Blessing Discard Pile:

Blessing of 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: 6

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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this 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 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: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, Location text for when it flips

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

Gate of the Worldwound Card 3 (Wivver Noclan):
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.

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

The Rasping Rifts Card 1 (Paralyze):
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 2:
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 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:
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 5:
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: 6 ?: 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 3:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Not In the Box 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.

Cards Not In the Box Card 5:
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 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.

Cards Not In the Box 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.


Uliah's Deck Handler

So, when Uliah defeated God Caller Opon, I forgot to take 1d4 Mental Damage.

Mental Damage for Uliah: 1d4 ⇒ 3

At the time, Uliah's hand consisted of Blancher and Belt of Physical Might, which would have needed to be discarded.

Since Uliah took damage, he would have drawn 2 other cards when resetting his hand at the end of his turn. His hand after the end of his turn would have been...

Uliah wrote:

Hand: Blessing of the Oathkeeper (ADV 6), Orcish Earthbreaker +2, Cleric of Nethys (ADV 2), Blessing of the Lord in Iron (ADV 5), Bound Lantern Archon (ADV 2),

Displayed:
Deck: 10 Discard: 7 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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.

Uliah would have still discarded his Demon Armor during Ramexes turn to negate the Acid Damage. Then, during Nyctessa's turn, he must fight a Favored of Deskari.

Thankfully, Orcish Earthbreaker would be the weapon I rolled for the check, and the only difference with Blancher is that it gives 2d6+2 instead of 2d6+4, and the 6's won't explode (not that they ever had for me anyways). The result of my first check would have thus been 40 (since there's no Belt of Physical Might anymore) instead of 44, which is still enough.

However! Favored of Deskari forces a re-roll, which I will do below.

CtD Combat, Melee 35: 1d20 + 11 + 2d6 + 2 + 4 + 1d4 + 1 ⇒ (13) + 11 + (4, 2) + 2 + 4 + (3) + 1 = 40

With this, everything is back in order.


Uliah's Deck Handler

And it's actually Uliah's turn, which will be under the Blessing of Ascension.

Uliah is going to move to the Rasping Rifts. At the end of his move step, he is going to recharge his Blessing of the Oathkeeper to recharge a card from his discard pile: Blancher.

Uliah will explore and encounter Rasping Rift Card 1: Paralyze. He is going to try to acquire it, using his power to reveal Cleric of Nethys, adding 1d4+1 to his Divine check.

CtA Paralyze Divine 8: 1d10 + 1d4 + 7 + 1 ⇒ (5) + (3) + 7 + 1 = 16

Acquired! Uliah will then bury Bound Lantern Archon to examine the top 3 cards of his deck: Dawnflower's Kiss, Hrilga Shield-Maiden and Autumn Witch. Uliah will put Hrilga Shield Maiden on top, then Autumn Witch, then Dawnflower's Kiss, and draw Hrilga Shield-Maiden.

Recharge Bound Lantern Archon, Divine 10: 1d10 + 1d4 + 7 + 1 ⇒ (4) + (2) + 7 + 1 = 14

Now, Uliah will discard his Cleric of Nethys to examine the top 2 cards of Rasping Rifts. Card 2 is Mace of Smiting (Weapon 6), Card 3 is Rift Demon. Uliah will leave them in that order and then explore to encounter Card 2: Mace of Smiting. He will try to acquire it.

CtA Melee 13: 1d6 + 11 ⇒ (1) + 11 = 12

This weapon is very useful now that I don't have Blancher in hand, so I'm going to use a Die Bump to acquire it.

Uliah will now discard his Blessing of the Lord in Iron to explore again and encounter the Rift Demon. Before I act, someone has to encounter the Servitor Demon.

BYA Servitor Demon, 1: Uliah, 2: Ramexes, 3: Nyctessa, 4: Amaryllis: 1d4 ⇒ 4

Amaryllis will have to encounter the Servitor Demon.

For his check to defeat, Uliah will reveal the Mace of Smiting, recharging Paralyze. Since Rift Demon has the Outsider trait, Mace of Smiting adds 3d8+3, and Uliah's power adds 4. Additionally, I get to ignore any effects increasing the check's difficulty. Uliah will also reveal Hrilga Shield Maiden to add another 1d4+1 to his Combat check. This is not considered to be playing a card. Blessing of the Lord in Iron is adding 1d6 to my Strength checks this exploration. Finally, might as well spend a Mythic Charge as I'm about to get another one.

CtD Combat, Melee 30: 1d20 + 3d8 + 1d6 + 1d4 + 11 + 3 + 4 + 1 ⇒ (16) + (6, 5, 5) + (6) + (4) + 11 + 3 + 4 + 1 = 61

Rift Demon is defeated. I'm going to give a Mythic Charge to Amaryllis, she has had to spend her charges fighting Deskari's minionsNyctessa for the lolz, Hopefully you can blast Deskari to oblivion with 9 Mythic Charges!. Uliah will end his turn.

Uliah wrote:

Hand: Chalice of Ozem, Orcish Earthbreaker +2, (Acquired)Mace of Smiting, Divine Fortune, Blessing of the Everlight (ADV 3), Striking Wing Scimitar, Hrilga Shield-Maiden (ADV 4),

Displayed:
Deck: 7 Discard: 8 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4+, or against Villain or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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 Uliah’s turn)
Summoning Favored of Deskari

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

Revealing and recharging Spirit Blade, recharging Amulet of the Abyss, using Arcane Cannonade, using Mythic Medal of Agility by expending 1 mythic counter. Ramexes discards Dragonbreath Bow
Combat 35: 1d8 + 8 + 1d4 + 2 + 2d4 + 1d20 + 1d6 + 1d4 + 5 ⇒ (1) + 8 + (1) + 2 + (2, 3) + (5) + (3) + (1) + 5 = 31
Discarding Robe of the Rifts to reroll
Combat 35: 1d8 + 8 + 1d4 + 2 + 2d4 + 1d20 + 1d6 + 1d4 + 5 + 1d4 ⇒ (5) + 8 + (1) + 2 + (4, 2) + (18) + (1) + (4) + 5 + (1) = 51
Combat 35: 1d8 + 8 + 1d4 + 2 + 2d4 + 1d20 + 1d6 + 1d4 + 5 + 1d4 ⇒ (3) + 8 + (2) + 2 + (1, 4) + (1) + (6) + (3) + 5 + (3) = 38
Favored of Deskari is banished. Gaining 1 mythic counter

The Champion of Misfortune rose up to oppose Amaryllis one last time. The halfling drew the spirit blade and faced her opponent, but the knife flickered and dimmed. Grinning, the demon advanced, swinging its own wicked blade towards the halfling... but the demon was suddenly knocked prone, with a arrow fletched with dragonscale sticking out of its back. Ramexes had taken the perfect shot. "Lucky thing I gave it to an oracle. Thanks Ramexes!" Amaryllis quickly pounced on the demon, ensuring it would never rise again.

Amaryllis wrote:

Hand: Expeditious Chain Mail, Mist Horn, Stole of the Inheritor, Blessing of Iomedae 2, Swipe,

Displayed:
Deck: 17 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Swipe (discard for -3 to combat difficulty); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); 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; Ultimate Marshal vs Deskari; Swipe vs Deskari; Mist Horn (display at any location to prevent 3 monster damage until start of my turn)
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
-- [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
-- +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


Remember kill a monster examine next 3 cards deck handler

Ramexes discards wayfarer to explore the world wound and finds some celestial armour

con 10: 1d8 + 2 + 2d6 ⇒ (1) + 2 + (4, 1) = 8

But the wayfarer makes off with it

I make that 4 cards left we win


Box Runner

Development:
At long last, the rift has been sealed. There have been mighty
casualties on both sides, but the forces of Queen Galfrey
have prevailed.
As Deskari is beaten back to the Rasping Rift, he screams in
pain and rage. Over the shoulder of the beaten Locust King, his
powerful father, Pazuzu, appears and eyes you hungrily. “My son
may be an everlasting disappointment, but for once he offers me
something truly interesting.”
Deskari may be defeated, but the Demon Prince of Air seems to
have plans for you.

Scenario Reward:
• Each character gains a card feat, a skill feat, and a power feat.
• For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Deskari’s Tooth. At the end of each scenario, return the loot to the game box.
• 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.)

Deskari's Tooth:

Loot 6
Type: Weapon
Traits: Knife Ranged Piercing Magic Mythic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 3d4+6; you may additionally expend a mythic charge to add another 1d20 and the Acid or Poison trait. When playing another weapon, you may discard this card to add 2d4+2 and the Acid or Poison trait to your combat check. After you draw the last card of your deck, bury this card to shuffle 5 random cards from your discard pile into your deck.
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

Adventure Reward:
• Each player unlocks the ability to play Alain and the cohort Donahan from the
Wrath of the Righteous Base Set using the Paladin Class Deck.

Adventure Path Reward:
• Each player chooses 1 of his Pathfinder Society Adventure Card Guild characters. That character may treat the loot Scales of Remembrance as if it is in his Class Deck box. You'll want to write this down somewhere for when you use it on a future character. I'll try to add the card text to our chronicles as well.

Scales of Remembrance:

Loot
Type: Item
Traits: Accessory Magic
To Acquire:
Recharge this card to add the scenario’s adventure deck number to your non-combat check. Bury this card to search your deck for a card and add it to your hand.

Tier Rewards:
Characters completing their fifth scenario at their tier do not earn a feat

Deck upgrades:
Expeditious Chain Mail (Armor 4)
Celestial Armor (Armor 3)
Elemental Bombardment (Spell 5)
Lend Mythic Path (Spell 4)
Ice Strike (Spell 3)
Paralyze (Spell 2)
Restore Mythic Power (Spell 3)
Mace of Smiting (Weapon 6)
Dragonbreath Bow (Weapon 6)
Demonbane Longsword +2 (Weapon 4)
Spirit Blade (Weapon 3)


Box Runner

1-P: DREAD LORD RISING
With the Worldwound closing and Golarion at the brink
of salvation, Deskari calls out to his father, the demon
lord Pazuzu. Deskari offers his entire realm to Pazuzu
if he will only save him from destruction. The son of the King
of the Wind Demons has failed in his goals, and now Pazuzu
sees a chance to pounce.
“So much tasty goodness!” Pazuzu calls out. “Son, your
failure has borne such delicious fruit!”
With so many good champions gathered in one place,
Pazuzu has an opportunity few demon lords ever attain. An
army of righteous soldiers is something one rarely gets a
chance to pervert. So he and his host of f lying demons appear
at the closing rift and send out a wave of possession among
your allies. One by one, you see them falling under the demon
lord’s sway. If this is allowed to proceed, the greatest force for
good in the world will become champions of evil.
Queen Galfrey calls out to you, “Heroes! Pazuzu seeks
to rob you of our soldiers, and then he will rob you of your
mythic power! We are so close to victory! We cannot let this
be our last stand!”
Quickly, while much of your army retains its sanity, now
is the time to strike! The King of the Wind Demons’ corrupt
host shall fall today, and with its defeat, the schemes of
demons across the Abyss will suffer great wounds. Golarion
has waited long enough to be free of the Worldwound’s scar.
Today the world shall heal.

Villain (stage 2)

Pazuzu:

Villain B
Type: Monster
Traits: Aristocrat Deity Demon Mythic Outsider
To Defeat: Combat 50 THEN Combat 60 THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck. If a check to defeat does not have the Mythic trait, the difficulty is increased by 10. If undefeated, expend your mythic charges and banish your mythic path card.

Henchmen:

Two Corrupted Soldiers:

Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number. If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number. If defeated, you may immediately attempt to close the location this henchman came from.
Three Pazuzu's Hosts:

Henchman B
Type: Barrier
Traits: Army Demon Mythic Skirmish
To Defeat: Acrobatics Arcane Fortitude Knowledge Perception Ranged 25
Pazuzu's Host is immune to the Electricity and Poison traits. Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location. If defeated, you may immediately close the location this henchman came from. Perception Ranged

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:
• To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
• The servitor demon is the henchman Favored of Deskari.
• Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
• Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
• Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
• At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
• To win the scenario, defeat and corner Pazuzu.
Additional Rules: Displayed next to scenario:

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: 1, Nyctessa/agent_eclipse

Random Cards:

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

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

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

Barriers
Spoiler:
Deal with a Demon
Barrier 5
Traits:
Temptation
Demon
To Defeat:
None 0 Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
Armor of the Pious
Armor 2
Traits:
Heavy Armor
Magic
Healing To Acquire:
Constitution
Fortitude 8 When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

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

Location #1: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Celestial Beacon Card 1:
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_

Celestial Beacon Card 2:
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_

Celestial Beacon Card 3:
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_

Celestial Beacon 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.

Celestial Beacon Card 5:
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.

Celestial Beacon Card 6:
Dire Griffon
Ally 6
Traits:
Animal
Mount
Mythic To Acquire:
Wisdom
Survival 15
OR Combat 30 At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

Celestial Beacon Card 7:
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.

Celestial Beacon Card 8:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Celestial Beacon Card 9:
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.

Celestial Beacon Card 10:
Corrupted Soldier
Henchman B
Type: Monster
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR Charisma
Diplomacy 6 The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: 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 ?: 1
Located/Displayed Here: None

Gate of the Worldwound Card 1:
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.

Gate of the Worldwound Card 2:
Ghoul
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Gate of the Worldwound Card 3:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

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

Gate of the Worldwound Card 5:
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.

Gate of the Worldwound Card 6:
Filth Demon
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22 The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

Gate of the Worldwound Card 7:
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.

Gate of the Worldwound Card 8:
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.

Gate of the Worldwound Card 9:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Gate of the Worldwound Card 10:
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.

Location #3: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
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.

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

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

Watchtower Card 4:
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.

Watchtower Card 5:
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.

Watchtower Card 6:
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_

Watchtower Card 7:
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.

Watchtower Card 8:
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.

Watchtower Card 9:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Watchtower Card 10:
Infinite Rod
Weapon 6
Traits:
Club
Melee
Magic To Acquire:
Strength
Melee 13
OR Arcane
Divine 15 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.
Location #4: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Paradise Hill Card 1:
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

Paradise Hill Card 2:
Pauper's Thighbone
Item 3
Traits:
Item
Mythic To Acquire:
Banish an Item 0 Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

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

Paradise Hill Card 4:
Fire Shield
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Paradise Hill Card 5:
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.

Paradise Hill Card 6:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9 Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

Paradise Hill Card 7:
Fortune's Arrow
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Paradise Hill Card 8:
Urannag
Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17 You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_

Paradise Hill Card 9:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Paradise Hill Card 10:
Immortal Ichor
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27 The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_

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

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

Canyon Card 2:
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.

Canyon Card 3:
Stone Golem
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_

Canyon Card 4:
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.

Canyon 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.

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

Canyon Card 7:
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.

Canyon Card 8:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 9:
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.

Canyon Card 10:
Corrupted Soldier
Henchman B
Type: Monster
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR Charisma
Diplomacy 6 The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: not yet built


Box Runner

I'm assuming everyone is wanting to do this, but just for the sake of being abundantly clear/transparent, i consider this to be one of the hardest scenarios in the ACG with a high chance of death/TPK. Unlike most scenarios, you can't just wait out the clock here if things go bad. It's win or die trying. Should you decide to play and end up dying then don't say I didn't warn you. Oh, and good luck ;)


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Gaining Skill Feat: STR +2
Gaining Power Feat: If you fail a check that has the Arcane trait or any check, you may bury or discard a card from your hand or the top card of your deck to ignore the result and reroll the dice and add 1d4. You must take the second result.
Gaining Card Feat: 6 blessings (taking Basic Blessing B of the Gods)
Gaining Mythic Medal of Vigor: Fortitude: CON+5
Upgrading Spell 3 Swipe into Spell 5 Blizzard
Replacing Loot Item 5 Amulet of the Abyss with Item 2 Boots of Elvenkind. Replacing Item 6 Ring of Resistance with Loot Item 5 Amulet of the Abyss
Starting at Gate of the Worldwound

The halfling stood over the Champion of Misfortune triumphantly. When Deskari fled, his champion withered without his patron. Amaryllis absorbed the power of misfortune, becoming a master of all luckmagic, vigorous in the face of any difficulty, the favorite of all the gods.

As Amaryllis charged back to the Worldwound Gate, the tiniest of 4 figures daring to challenge Pazuzu himself, Queen Galfrey watched and murmured something to her most trusted advisors, the Sword and Shield of Iomedae. They sighed. “So it’s hopeless,” said one.
But the queen smiled. “You misunderstand me.” She repeated herself. “They’ll win when hell freezes over.”

Amaryllis wrote:

Hand: Blessing of the Gods 2, Swallowtail Bracers, Stole of the Inheritor, Blessing of Iomedae 2, Sign of Wrath, Boots of Elvenkind, Frost Ray, Banner of Valor,

Displayed:
Deck: 15 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); Banner of Valor (display at any location for +1d8 vs Demon banes until closed); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Banner of Valor unless at Gate of the Worldwound;
Mythic Charges: 7

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +7 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
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
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
-- +7 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 ([X] 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: 6


Remember kill a monster examine next 3 cards deck handler

Ramexes will start at the canyon

Ramexes Haruspex wrote:

Hand: Druid of the flame, Bolstering armour, Fortune teller, Shock greatsword +2, Blessing of gorum 2, Mountaineer,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes: Blessing available.
Mythic Charges: 7 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +7
Melee: Strength +3
DEXTERITY d6 [x]+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: +7
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 (X 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

Starting Location: Watch Tower

Nyctessa wrote:

Hand: Binder's Tome, Bound Lantern Archon, Ice Chemist, Spell Bombardment, Canopic Conversion, Arcane Cannonade, Bound Elemental, Ice and Fire, Eagle Aerie,

Displayed:
Deck: 12 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. Canopic Conversion: Add amount displayed and Undead trait to any check.
Mythic Charges: 7 Sideboard cards:

During First Turn: Recharge Bound Lantern Archon to Examine/Rearrange Top 3 Cards of deck then Draw Master's Lash.

During First Turn (if enemy is encountered): Display Arcane Cannonade.


Uliah's Deck Handler

Uliah replaced Restorative Touch with Consecrate. Hopefully this will buy us a few more turns to beat the mission.

Uliah will start at the Watchtower.

Uliah will continue to take Blancher, Dawnflower's Kiss and Chalice of Ozem by removing from his deck Striking Wing Scimitar, Giantbane Curveblade +3 and Codex of Conversations, respectively.

Uliah wrote:

Hand: Orcish Earthbreaker +2, Autumn Witch (ADV 6), Fortified Breastplate, Bound Lantern Archon (ADV 2), Blessing of the Everlight (ADV 5), Demon Armor, Chalice of Ozem,

Displayed:
Deck: 15 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 or henchman at my location (+ ADV. Number). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks if local.
-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 [x]+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)( [X]+2) 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:
• To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
• The servitor demon is the henchman Favored of Deskari.
• Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
• Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
• Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
• At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
• To win the scenario, defeat and corner Pazuzu.
Additional Rules: Displayed next to scenario:

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
[EVERYONE] Mythic Medal of Vigor: Fortitude: Constitution + 5
[EVERYONE] 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: 1, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Cultist Archer
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_

Spoiler:
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.

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

Barriers
Spoiler:
Temptation of Lucre
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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:
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:
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:
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.

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

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

Spoiler:
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:
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:
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:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

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:
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:
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.

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

Spoiler:
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:
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:
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 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.

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

Spoiler:
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:
Ring of Reflection
Item 4
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 12 When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

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

Allies
Spoiler:
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:
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:
Thylacine
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Spoiler:
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:
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.

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

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

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

Location #1: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Celestial Beacon Card 1:
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_

Celestial Beacon Card 2:
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_

Celestial Beacon Card 3:
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_

Celestial Beacon 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.

Celestial Beacon Card 5:
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.

Celestial Beacon Card 6:
Dire Griffon
Ally 6
Traits:
Animal
Mount
Mythic To Acquire:
Wisdom
Survival 15
OR Combat 30 At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

Celestial Beacon Card 7:
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.

Celestial Beacon Card 8:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Celestial Beacon Card 9:
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.

Celestial Beacon Card 10:
Corrupted Soldier
Henchman B
Type: Monster
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR Charisma
Diplomacy 6 The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: 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 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None

Gate of the Worldwound Card 1:
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.

Gate of the Worldwound Card 2:
Ghoul
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Gate of the Worldwound Card 3:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

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

Gate of the Worldwound Card 5:
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.

Gate of the Worldwound Card 6:
Filth Demon
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22 The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

Gate of the Worldwound Card 7:
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.

Gate of the Worldwound Card 8:
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.

Gate of the Worldwound Card 9:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Gate of the Worldwound Card 10:
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.

Location #3: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, Uliah/Akaitora, None

Watchtower Card 1:
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.

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

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

Watchtower Card 4:
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.

Watchtower Card 5:
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.

Watchtower Card 6:
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_

Watchtower Card 7:
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.

Watchtower Card 8:
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.

Watchtower Card 9:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Watchtower Card 10:
Infinite Rod
Weapon 6
Traits:
Club
Melee
Magic To Acquire:
Strength
Melee 13
OR Arcane
Divine 15 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.
Location #4: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Paradise Hill Card 1:
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

Paradise Hill Card 2:
Pauper's Thighbone
Item 3
Traits:
Item
Mythic To Acquire:
Banish an Item 0 Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

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

Paradise Hill Card 4:
Fire Shield
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Paradise Hill Card 5:
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.

Paradise Hill Card 6:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9 Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

Paradise Hill Card 7:
Fortune's Arrow
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Paradise Hill Card 8:
Urannag
Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17 You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_

Paradise Hill Card 9:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Paradise Hill Card 10:
Immortal Ichor
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27 The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_

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

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

Canyon Card 2:
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.

Canyon Card 3:
Stone Golem
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_

Canyon Card 4:
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.

Canyon 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.

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

Canyon Card 7:
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.

Canyon Card 8:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 9:
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.

Canyon Card 10:
Corrupted Soldier
Henchman B
Type: Monster
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR Charisma
Diplomacy 6 The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: not yet built

Dark Archive

Deck Handler

Display Arcane Cannonade (Currently Auto-Pass check to keep displaying.)

Explore Watchtower Card 1: Verbovezzor.
Location Power: Encountering Random Monster 1: Cultist Archer.
Wisdom 9: 1d8 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Recharge Ice and Fire to Auto-Defeat (1d10+7+4+2+2d8+3+1d6).

Recharge Channel The Gift to Draw Cloudburst.

Discard Ice Chemist to Explore Card 2: Wrecker Demon.
Recharge Cloudburst and Banish Cultist Archer to Auto-Defeat (1d10+7+4+2+2d4+1d6). Wrecker Demon acquired/Ice Chemist Shuffled into deck.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Binder's Tome, Master's Lash, Ice and Fire, Spell Bombardment, Canopic Conversion, Channel The Gift, Bound Elemental, Verbovezzor, Blessing of The All-Seeing Eye,

Displayed: Arcane Cannonade,
Deck: 14 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. Canopic Conversion: Add amount displayed and Undead trait to any check.
Mythic Charges: 7 Sideboard cards:

Channel The Gift is back in hand and Verbovezzor has been acquired. Feel free to use as needed or wanted. This first turn was...too easy.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Exploring Gate of the Worldwound 1: Anarchy Hammer

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.

Revealing Swallowtail Bracers, using Mythic Medal of Valor
Melee 16: 1d6 + 14 + 1 ⇒ (5) + 14 + 1 = 20
Anarchy Hammer is acquired
Amaryllis gave a battle cry and valorously charged towards the gate. A barbarian warrior tossed her a chaotic hammer which the halfling deftly caught, not breaking stride.

Discarding Blessing of Iomedae to explore Gate of the Worldwound 2: Ghoul

Ghoul:
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Revealing Anarchy Hammer, using Arcane Cannonade
Combat 11+4=15: 1d6 + 13 + 1d8 + 3 + 1d6 ⇒ (1) + 13 + (2) + 3 + (3) = 22
Ghoul is banished
A ghoul from the previous sortie was in her path, but the halfling swung the hammer sending the undead flying away.

Recharging Banner of Valor to recharge Blessing of Iomedae
Discarding Blessing of the Gods to explore Gate of the Worldwound 3: Blood of Eustoyriax

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

Gate of the Worldwound: Recharging Anarchy Hammer. Gate of the Worldwound flips to tempclosed
Blood of Eustoyriax is displayed

The halfling marshal planted Iomedae's banner down, and flung the gates wide open. It was a daring gambit, challenging a god, but Amaryllis felt some power in her blood. "We're going to defeat you, Pazuzu!"

Ending turn. Summoning Eagle Rock with Pazuzu shuffled in. Resetting hand

Amaryllis wrote:

Hand: Dimension Leap, Swallowtail Bracers, Stole of the Inheritor, Wall of Fire, Sign of Wrath, Boots of Elvenkind, Frost Ray, Pyromaniac Mage,

Displayed: Blood of Eustoyriax,
Deck: 15 Discard: 1 Buried: 0
Notes: I will use Dimension Leap if someone encounters something that might summon a Demon for Amaryllis at the Gate of the Worldwound, to make sure it doesn't flip back open.
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: 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 [X] +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
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
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 ([X] 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: 6


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:
• To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
• The servitor demon is the henchman Favored of Deskari.
• Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
• Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
• Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
• At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
• To win the scenario, defeat and corner Pazuzu.
Additional Rules: Displayed next to scenario:

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:
[EVERYONE] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes, Nyctessa] Mythic Medal of Agility: Ranged: Dexterity + 5
[EVERYONE] Mythic Medal of Vigor: Fortitude: Constitution + 5
[EVERYONE] 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, Uliah/Akaitora

Random Cards:

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

Spoiler:
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:
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:
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_

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

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

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

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

Spoiler:
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:
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:
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:
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.

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

Spoiler:
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:
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:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

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

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

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

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

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

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

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

Spoiler:
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:
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:
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.

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 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 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 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 Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

Top of Blessing Discard Pile:

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

Blessings Remaining: 12

Blessings Deck

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

Location #1: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Celestial Beacon Card 1:
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_

Celestial Beacon Card 2:
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_

Celestial Beacon Card 3:
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_

Celestial Beacon 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.

Celestial Beacon Card 5:
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.

Celestial Beacon Card 6:
Dire Griffon
Ally 6
Traits:
Animal
Mount
Mythic To Acquire:
Wisdom
Survival 15
OR Combat 30 At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

Celestial Beacon Card 7:
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.

Celestial Beacon Card 8:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Celestial Beacon Card 9:
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.

Celestial Beacon Card 10:
Corrupted Soldier
Henchman B
Type: Monster
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR Charisma
Diplomacy 6 The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Gate of the Worldwound
Closed
At This Location: When you encounter a bane that has the Demon trait, recahrge a card and flip this card.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Location text for when/if it flips

Gate of the Worldwound Card 1:
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.

Gate of the Worldwound Card 2:
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.

Gate of the Worldwound Card 3:
Filth Demon
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22 The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

Gate of the Worldwound Card 4:
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.

Gate of the Worldwound Card 5:
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.

Gate of the Worldwound Card 6:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Gate of the Worldwound Card 7:
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.

Location #3: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, Uliah/Akaitora, None

Watchtower Card 1:
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.

Watchtower Card 2:
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.

Watchtower Card 3:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Watchtower 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_

Watchtower Card 5:
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.

Watchtower Card 6:
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.

Watchtower Card 7:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Watchtower Card 8:
Infinite Rod
Weapon 6
Traits:
Club
Melee
Magic To Acquire:
Strength
Melee 13
OR Arcane
Divine 15 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.

Location #4: Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Paradise Hill Card 1:
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

Paradise Hill Card 2:
Pauper's Thighbone
Item 3
Traits:
Item
Mythic To Acquire:
Banish an Item 0 Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

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

Paradise Hill Card 4:
Fire Shield
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Paradise Hill Card 5:
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.

Paradise Hill Card 6:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9 Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

Paradise Hill Card 7:
Fortune's Arrow
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Paradise Hill Card 8:
Urannag
Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17 You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_

Paradise Hill Card 9:
Pazuzu's Host
Henchman B
Type: Barrier
Traits:
Army
Demon
Mythic
Skirmish
To Defeat:
Acrobatics
Arcane
Fortitude
Knowledge
Perception
Ranged 25 Pazuzu's Host is immune to the Electricity and Poison traits.
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
If defeated, you may immediately close the location this henchman came from.
Perception
Ranged

Paradise Hill Card 10:
Immortal Ichor
Monster 6
Traits:
Ooze
Mythic
To Defeat:
Combat 27 The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
While you act, a random other character at your location may not play cards or use powers during the encounter.
This intelligent mass of blood coagulated from the corpse of an evil entity_

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

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

Canyon Card 2:
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.

Canyon Card 3:
Stone Golem
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_

Canyon Card 4:
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.

Canyon 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.

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

Canyon Card 7:
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.

Canyon Card 8:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Canyon Card 9:
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.

Canyon Card 10:
Corrupted Soldier
Henchman B
Type: Monster
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR Charisma
Diplomacy 6 The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Villain

Eagle Rock 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_

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

Eagle Rock Card 3:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8 The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Eagle Rock Card 4:
Master's Lash
Weapon 6
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee
Dexterity 16 For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

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

Eagle Rock Card 6:
Torc of the Heavens
Item 5
Traits:
Accessory
Magic
Divine To Acquire:
Wisdom
Divine 13 Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.

Eagle Rock Card 7:
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.

Eagle Rock Card 8:
Pazuzu
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.

Eagle Rock Card 9:
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.

Eagle Rock Card 10:
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.


Uliah's Deck Handler

Starting Uliah's turn under Blessing of Ascension.

With Amaryllis having opened the path forward for the group to fight Pazuzu, Uliah worked with Nyctessa to secure potential escape routes for the demon lord. However this goes, only one side would walk out of this battlefield.

Uliah will explore Watchtower to encounter Card 1: Commander's Field Plate. Uliah will try to acquire it.

CtA Charisma 8: 1d8 + 10 ⇒ (8) + 10 = 18

Acquired! Next, Uliah will bury Bound Lantern Archon to examine the top 3 cards of his deck and rearrange them. He sees: Belt of Physical Might, Dawnflower's Kiss and Consecrate. He will leave the cards in that order and then draw Belt of Physical Might.

Recharge Bound Lantern Archon, revealing Autumn Witch: 1d10 + 7 + 1d4 + 3 ⇒ (10) + 7 + (4) + 3 = 24

Uliah will discard Blessing of the Everlight to explore again and encouner Card 2: Runelord Alderpash. Ah, darn. No spells in hand means everyone needs to take 2d4+1 Fire Damage. For his damage, Uliah will discard his Demon Armor to reduce it to 0.

Runelord Alderpash? What is that man doing here? Before Uliah can ponder on the wizard's motives for longer, a huge fireball explosion envelops the whole group.

I would have to discard my last ally to keep exploring, so I won't for now. Uliah will end his turn.

Uliah wrote:

Hand: Orcish Earthbreaker +2, Autumn Witch (ADV 6), Fortified Breastplate, Belt of Physical Might, Dawnflower's Kiss, (Acquired)Commander's Fieldplate, Chalice of Ozem,

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 or henchman at my location (+ ADV. Number). Use Divine Fortune or Chalice of Ozem to add 1d6 to all your checks for a turn. Discard Commander's Fieldplate for Uliah to encounter a monster instead of you.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number for cases not covered above. Any of my blessings for cases not covered above. Dawnflower's Kiss to add 1d20 and the Fire trait to your Combat check (Costs a Mythic Charge)
"
Mythic Charges: 7 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +7
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 [x]+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: +7
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)( [X]+2) 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)
Discarding Dimension Leap to move to Watchtower.
Revealing Swallowtail Bracers
Arcane 12: 1d12 + 12 ⇒ (1) + 12 = 13
Dimension Leap is recharged
Fire damage: 2d4 + 1 ⇒ (3, 2) + 1 = 6
Revealing Stole of the Inheritor to prevent 2 Fire damage. Discarding Sign of Wrath, Wall of Fire, Frost Ray, Swallowtail Bracers for 4 Fire damage

Amaryllis tried to get to Uliah's side, but even her sorcery couldn't get her in range quickly enough to stop a determined runelord.

Amaryllis wrote:

Hand: Stole of the Inheritor, Boots of Elvenkind, Pyromaniac Mage,

Displayed: Blood of Eustoyriax,
Deck: 16 Discard: 5 Buried: 0
Notes: I will use Dimension Leap if someone encounters something that might summon a Demon for Amaryllis at the Gate of the Worldwound, to make sure it doesn't flip back open.
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: 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 [X] +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
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
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 ([X] 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: 6


Remember kill a monster examine next 3 cards deck handler

Ramexes feels the heat

fireball damage: 2d4 + 1 ⇒ (4, 2) + 1 = 7

Bolstering armour is buried

Reveals fortune teller as he does not move from canyon and declares bane

Encounters demonic fly and punches it recharges mountaineer to reduce damage looks at next three cards at canyon and leaves as is
Shuffles own deck

Explores and expends mythic charge to give con fort +5

fort 11: 1d8 + 2 + 5 ⇒ (8) + 2 + 5 = 15

Armour acquired and mythic charge regained

Discard Druid of flame to encounter stone golem

combat 19: 1d8 + 13 + 2d6 + 2 ⇒ (4) + 13 + (2, 6) + 2 = 27

Place dragon breath bow on top of other two barriers demonic horde above unstable accelerant

Ramexes Haruspex wrote:

Hand: Spirit walk armour, Cure, Fortune teller, Shock greatsword +2, Blessing of gorum 2, Blessing of gorum,

Displayed:
Deck: 15 Discard: 1 Buried: 1
Notes: Blessing available.
Mythic Charges: 7 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +7
Melee: Strength +3
DEXTERITY d6 [x]+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: +7
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 (X 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

Off-Turn: Bound Elemental Recharged to reduce damage to 0.

---

Move to Celestial Beacon and Explore Card 1: Apocalypse Locust.

Combat 24: 1d10 + 7 + 4 + 2 + 5d6 + 1d8 + 1d6 ⇒ (3) + 7 + 4 + 2 + (1, 5, 6, 3, 1) + (7) + (4) = 43 Defeated/Acquired/Displayed with Canopic Conversion.

Discard Blessing of The All-Seeing Eye to Examine Top 2 Cards/Rearrange then Explore Card 3: Wrecker Demon.
Recharge Fire and Ice. Location Effect. Arcane Cannonade. Binder's Tome. Master's Lash.
Combat 14: 1d10 + 8 + 4 + 3 + 2d8 + 3 + 1d8 + 1d6 + 1d4 + 1d4 ⇒ (1) + 8 + 4 + 3 + (6, 6) + 3 + (3) + (2) + (4) + (3) = 43 Defeated/Blessing of The All-Seeing Eye shuffled into deck.

Recharge Channel the Gift to draw Cloudburst.

Discard Ice Chemist to Explore Card 2: Demonic Cyclops.
Mythic Charge. Recharge Cloudburst (ignoring BYA). Location. Arcane Cannonade. Binder's Tome. Master's Lash. Banish Wrecker Demon.
Combat 28: 1d20 + 8 + 4 + 2 + 3d6 + 1d8 + 1d6 + 1d4 + 1d4 + 1d4 ⇒ (9) + 8 + 4 + 2 + (6, 5, 4) + (8) + (6) + (1) + (1) + (3) = 57 Defeated/Acquired/Ice Chemist Shuffled into deck.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Binder's Tome, Master's Lash, Vampire Bat, Death's Touch, Blessing of Nethys, Channel The Gift, Bound Lantern Archon, Blessing of The All-Seeing Eye, Cyclops Demon 5,

Displayed: Arcane Cannonade, Canopic Conversion, -Apocalypse Demon 6 (+12),
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. 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[/b]: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait. Arcane Cannonade: Add 1d6 to all Combat Checks when displayed. Canopic Conversion: Add amount displayed and Undead trait to any check.
Mythic Charges: 7 Sideboard cards:

Good I need hands with lots of explores to close these locations.

Recharge Bound Lantern Archon to Rearrange Top 3 of Deck then Draw Blessing of Qi Zhong.

Nyctessa wrote:

Hand: Binder's Tome, Master's Lash, Vampire Bat, Death's Touch, Blessing of Nethys, Channel The Gift, Blessing of Qi Zhong, Blessing of The All-Seeing Eye, Cyclops Demon 5,

Displayed: Arcane Cannonade, Canopic Conversion, -Apocalypse Demon 6 (+12),
Deck: 11 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. 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[/b]: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait. Arcane Cannonade: Add 1d6 to all Combat Checks when displayed. Canopic Conversion: Add amount displayed and Undead trait to any check.
Mythic Charges: 7 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 3: Deskari o'clock
Blood of Eustoryiax: 1d4 - 1 + 1d4 + 1 ⇒ (2) - 1 + (4) + 1 = 6
Burying Blessing of the Gods. Drawing Life Leech, Amulet of the Abyss, Blessing of the Gods, Ataxian, Surgeon

The runelord's fire made Amaryllis's blood boil, and with that anger came power.

Moving to Celestial Beacon
Exploring Celestial Beacon 4: 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.

Blessing of Ascension is acquired and recharged into blessings deck
Pazuzu himself hesitated, seeing the demonic mythic energy within Amaryllis.

Discarding Pyromaniac Mage to explore Celestial Beacon 5: Hellmouth Lash

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.

Nyctessa reveals Binder's Tome
Arcane 10: 1d12 + 12 + 1d4 ⇒ (1) + 12 + (2) = 15
Hellmouth Lash is acquired

Blaine was at her side, uncoiling a whip of pure magical energy.

Discarding Ataxian to explore Celestial Beacon 6: Dire Griffin

Dire Griffon:
Ally 6
Traits:
Animal
Mount
Mythic To Acquire:
Wisdom
Survival 15
OR Combat 30 At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

Discarding Hellmouth Lash, using Arcane Cannonade. Nyctessa reveals Binder's Tome
Combat 30: 1d12 + 12 + 2d6 + 1 + 1d6 + 1d4 ⇒ (9) + 12 + (6, 4) + 1 + (6) + (2) = 40
Arcane 12: 1d12 + 12 ⇒ (4) + 12 = 16
Hellmouth Lash is recharged. Dire Griffon is acquired

As a riderless griffon swooped above her, Amaryllis was inspired by her former apprentice. Mounting the beast, the sorcerer quickly brought it under control with fiery flicks of the magical whip.

Discarding Blessing of the Gods to explore Celestial Beacon 7: Demon Hunter's Handbook

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.

Amaryllis cannot make a INT/Knowledge 9 check. Demon Hunter's Handbook is banished
Such a big beast would need something to line a litterbox. "But that's what books are for."

Discarding Dire Griffon to explore Celestial Beacon 8: Blessing of Baphomet

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

Using Mythic Medal of Valor
Melee 7: 1d6 + 12 ⇒ (6) + 12 = 18
Blessing of Baphomet is acquired and recharged into blessings deck

Pazuzu hesitated again, as Amaryllis valorously flew around on her new mount.

Discarding Surgeon to explore Celestial Beacon 9: Lend Mythic Path

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.

Nyctessa reveals Binder's Tome
Arcane 12: 1d12 + 11 + 1d4 ⇒ (11) + 11 + (1) = 23
Lend Mythic Path is acquired

Glissa meanwhile channeled her healing power to help the heroes work together.

Ending turn. Nyctessa reveals Binder's Tome
Arcane 13: 1d12 + 11 + 1d4 ⇒ (3) + 11 + (1) = 15
Wall of Fire is recharged. Resetting hand. Nyctessa reveals Binder's Tome
Arcane 16: 1d12 + 11 + 1d4 ⇒ (6) + 11 + (1) = 18
Sign of Wrath is recharged

Amaryllis wrote:

Hand: Life Leech, Amulet of the Abyss, Stole of the Inheritor, Lend Mythic Path, Blizzard, Boots of Elvenkind, Dominate, Blessing of the Gods 4,

Displayed: Blood of Eustoyriax,
Deck: 10 Discard: 8 Buried: 1
Notes:
Ask before using: Blessing of the Gods (adds d12s); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Lend Mythic Path (discard to let someone local use one of my mythic powers); Blizzard (display to add 2d6 and Cold to combat until end of turn; 1 Cold damage to everyone except Amaryllis at end of turn)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +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
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
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
-- +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 ([X] 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: 6


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:
• To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
• The servitor demon is the henchman Favored of Deskari.
• Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
• Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
• Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
• At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Pazuzu into its deck.
• To win the scenario, defeat and corner Pazuzu.
Additional Rules: Displayed next to scenario:

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:
[EVERYONE] Mythic Medal of Valor: Melee: Strength + 5
[Amaryllis, Ramexes, Nyctessa] Mythic Medal of Agility: Ranged: Dexterity + 5
[EVERYONE] Mythic Medal of Vigor: Fortitude: Constitution + 5
[EVERYONE] 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: 7, Uliah/Akaitora

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

Spoiler:
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.

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_

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

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

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

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

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

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

Spoiler:
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.

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

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

Spoiler:
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.

Armors
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:
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.

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

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

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

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

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

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

Spoiler:
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.

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

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

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

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

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

Top of Blessing Discard Pile:

Blessing of 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: 10

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