
Uliah, Warpriest |

Uliah sees Amaryllis join the fray and is filled with confidence.
Random exploration: 2 + 1d2 ⇒ 2 + (1) = 3
Uliah can feel he is close, but Tancred evades him once more.
Realizing he is being weighted down by his gear, he lets go of some of it.
Hand: Cold Iron Greatsword, Blessing of the Gods 1, Camel, Blessing of the Gods 4, Frigid Blast,
Displayed:
Deck: 7 Discard: 6 Buried: 1
"Notes: If you need a blessing to close, go ahead and use it. Otherwise, let me know, in case I'm planning to use it for my turn.
"
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 []+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Hand Size 5 []6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( []+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.

GM redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character would play an ally, roll 1d6. On a 1 or 2, she
instead buries the ally and, after resolving any check she is
attempting, summons and encounters the henchman Demonling.
Cohort 1
Traits
Human
Cleric
Mendevian
Veteran
Check
0
Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
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.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Weapon C
Traits
Pick
Melee
Piercing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Trap
Basic
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
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 or burying it.
Spell C
Traits
Magic
Arcane
Attack
Force
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Trap
Basic
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
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 or burying it.
Spell B
Traits
Magic
Divine
Attack
Veteran
Check
Wisdom
Divine
6
Powers
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.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Item C
Traits
Object
Gambling
Corrupted
Check
See Below
0
Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
7
Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Item C
Traits
Book
Basic
Check
Intelligence
Knowledge
5
Powers
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Ally B
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Ally B
Traits
Human
Inquisitor
Check
Knowledge
6
OR
Charisma
Diplomacy
8
Powers
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
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.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Turn: 23 Harsk/Glynixx
Top of Blessing Discard Pile: Blessing of Pulura
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 7
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
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.
Befouled Altar
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa, Athnul, Ramexes
Defender's Heart
Traits: None
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:0
Located here: Harsk,
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally B
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Ally 1
Traits
Mongrel
Guard
Veteran
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Armory
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Manor House
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Family Tomb
At This Location: When a character dies, all other characters at this location die.
When Closing:
When Permanently Closed:
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
Closed
Located here: Spell 1, Demonic Horde
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
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.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
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.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Cathedral of St. Clydewell
Traits: None
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: One closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Amaryllis, Uliah, Villain
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Villain Monster B
Traits
Human
Conjurer
Check
Combat
15
OR
Arcane
12
Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

PC Bot |

gears shifting
Harsk explores the Defender's Heart. On the ground he finds some kind of hide.
Ghoul Hide DC 7 cons: 1d10 ⇒ 10 acquired
It appears to be some kind of armor with an evil sense about it. Harsk decides to take it anyway.
Hand: Force Shortbow+1 (acquired), BoGods 3, Light Crossbow, Ghoul Hide (acquired), Leather Armor,
Displayed:
Deck: 7 Discard: 8 Buried: 0
Notes: Blessing available if needed. Light Crossbow can be recharged to add 1d4 to combat check at another location. Please use.
Sideboard cards:
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4
Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>
gears screech to a stop

GM redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character would play an ally, roll 1d6. On a 1 or 2, she
instead buries the ally and, after resolving any check she is
attempting, summons and encounters the henchman Demonling.
Cohort 1
Traits
Human
Cleric
Mendevian
Veteran
Check
0
Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier C
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon C
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits
Mace
Melee
Bludgeoning
Elite
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Wisdom checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Elite
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6
Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
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.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
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.
Item B
Traits
Accessory
Magic
Basic
Check
Strength
Constitution
6
Powers
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Ally 1
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Ally C
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
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.
Turn: 24 Athnul/Baerlie
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
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.
Befouled Altar
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa, Athnul, Ramexes
Defender's Heart
Traits: None
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:0
Located here: Harsk,
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally B
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Ally 1
Traits
Mongrel
Guard
Veteran
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Armory
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Manor House
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Family Tomb
At This Location: When a character dies, all other characters at this location die.
When Closing:
When Permanently Closed:
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
Closed
Located here: Spell 1, Demonic Horde
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
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.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
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.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Cathedral of St. Clydewell
Traits: None
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: One closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Amaryllis, Uliah, Villain
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Villain Monster B
Traits
Human
Conjurer
Check
Combat
15
OR
Arcane
12
Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

![]() |

Moving to Defender's Heart
Athnul joins her comrades at the Defender's Heart. She wants to greet them, but encounters a golem instead.
before I act: discarding Amulet of Mighty Fists
For the combat check I'm recharging the Quartermaster to add my wisdom modifier, discarding the remaining blessing to add another d6
Combat DC14: 1d6 + 3 + 1d10 + 1d6 ⇒ (3) + 3 + (5) + (1) = 12
2 damage, but no cards left in my hand; discarding Athlete and Blood Periapt from the deck
drawing cards...
Hand: Blessing of the Gods 4, Blessing of the Gods 3, Caltrop Bead, Blessing of the Gods 2, Kohl of Uncanny Discernment,
Displayed:
Deck: 3 Discard: 7 Buried: 2
Notes: Type notes here, such as players can use your blessings.
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [] Then you may recharge that blessing to explore your location.)

GM redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character would play an ally, roll 1d6. On a 1 or 2, she
instead buries the ally and, after resolving any check she is
attempting, summons and encounters the henchman Demonling.
Cohort 1
Traits
Human
Cleric
Mendevian
Veteran
Check
0
Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Monster B
Traits
Animal
Basic
Check
Combat
11
Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Barrier B
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier C
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Club
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4, or discard it to add another 2d4 and the Piercing trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Wisdom checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell C
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Elite
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6
Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
7
Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
5
Powers
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
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.
Ally B
Traits
Elf
Hireling
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Ally B
Traits
Human
Soldier
Check
Divine
9
OR
Charisma
Diplomacy
6
Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
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.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Turn: 25 Ramexes/Merisial
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 5
Blessings Deck
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
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.
Befouled Altar
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa, Ramexes
Defender's Heart
Traits: None
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:0
Located here: Harsk, Athnul
Ally 1
Traits
Mongrel
Guard
Veteran
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Ally B
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Armory
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Manor House
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Family Tomb
At This Location: When a character dies, all other characters at this location die.
When Closing:
When Permanently Closed:
M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
Closed
Located here: Spell 1, Demonic Horde
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
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.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
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.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Cathedral of St. Clydewell
Traits: None
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: One closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Amaryllis, Uliah, Villain
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Villain Monster B
Traits
Human
Conjurer
Check
Combat
15
OR
Arcane
12
Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Ramexes 9251-4 |

Ramexes heads to defenders heart and explores 1d4 ⇒ 2
He encounters a recruit "What NO! I am not your enemy do you not see I am in the company Seonic" The recruit is easily impressed and joins The small team defending the defenders heart
Recruit recruited
(diplomacy dc 3 1d10+3)
Ramexes briefly considers sending him on ahead but then thinks a demonling might lead him far from here
Ends turn discards crocodile skin armour and scizore
Hand: Recruit, BotGods 3, Priest Cohort, Scale mail, BotGods 1,
Displayed:
Deck: 7 Discard: 7 Buried: 3
Notes: blessings available for villain showdown
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Divine: Charisma +1
Hand Size 5 []6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [] or Acid or Poison) trait to your combat check.
You may bury an ally from y our discard pile to explore your location ( [] or to evade a bane you encounter).

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"You have this handled? I believe I have an appointment with the fool behind these cultists." Nyctessa says as she departs for the Cathedral.
Explore Cathedral Card 1: Blessing of Ascension.
Charisma 6: 1d8 ⇒ 7 Success!
She encounters an altar to some obscure god and knows well that bargains of power are always welcome. Through hushed whispers she makes a deal for a sliver of their power.
"Come, your blade thirsts does it not?" she asks of her feathered assassin friend.
Discard Jinx Eater to Explore with +1 to Combat checks
Scenario: 1d6 ⇒ 5 Not a Demonling
Explore Cathedral Card 2: Tancred Desimire
She laughs as she finally finds the orchestrate knowing that his routes of escape have vanished just like his minions.
"You are out of options. Today you will see a true master at work."
Breaking for closing checks to take place. Note you have to fight a demonling before the check. I would prefer to keep my blessing for this check to defeat as well.

PC Bot |

gears shifting
Harsk sees a familiar sight--a Demonling
BYA DC 7 perception: 1d8 + 1 ⇒ (6) + 1 = 7 difficulty not increased
He remembers the weak spot, and aims for it.
use force shortbow+1
Demonling DC 8 combat: 1d8 + 1d6 + 5 ⇒ (6) + (6) + 5 = 17 defeated
His arrow pierces through the Demonlings heart and stops it cold.
Looking around, Harsk attempts to close the location before more Demonlings appear.
use Ramexes BotGods
(used Ramexes Blessing so we could both play one on Villain combat)
Vulture DC 5 survival: 2d8 + 2 ⇒ (3, 2) + 2 = 7 acquired
The Defender's Heart is protected. He is able to spot Nyctessa at the Cathedral and stands by ready to launch his crossbow
Hand: Force Shortbow+1 (acquired), BotGods 3, Light Crossbow, Ghoul Hide (acquired), Leather Armor,
Displayed:
Deck: 7 Discard: 8 Buried: 0
Notes: Blessing available for villain. Light Crossbow can be recharged to add 1d4 to combat check at another location. Please use.
Sideboard cards:
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4
Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>
Harsk can recharge his Crossbow to add 1d4 to the villain combat check. Also has a blessing to contribute.

PC Bot |

I realized I goofed last night. Harsk should've summoned a random monster which would've been Mongrel Ranger. Mongrel Ranger does BYA 1d4-1 damage. Harsk could've buried his armor, or discard his amulet of life. Then difficulty would've been DC 9 combat. So still worked out the same

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2 people marked this as a favorite. |

"Did you hear that? It was your only chance of escape being torn away." she cackles as her spell already begins to manifest.
The room's temperature drops to freezing as all the candles are blown out. The power of ascension begins to flow through her according to the bargain and she pays the price by ripping the life essence out of the enthralled Cultist. Then more power washes over her but this time it is freely given by her allies.
"All this power. Yours too will be mine." she says as the power reaches a fever pitch and an ice storm surges over Tancred.
Discard Unshakable Chill (Arcane+1d6). Banish Cultist (1d4). Discard Blessing of Ascension (1d10). Allies Blessings 2d10.
Combat 15: 1d10 + 1 + 2 + 1d6 + 1d4 + 1d1 + 1d10 + 1d10 ⇒ (8) + 1 + 2 + (5) + (3) + (1) + (10) + (3) = 33
The storm encases her opponent from the mouth down incapacitating him as the icy tomb drains his life.
"It is done!" she calls out to her allies.
Hand: Brand of Hobbling, Thieves' Tools, Viper Strike, Kopis, Animated Skeleton, Tancred,
Displayed:
Deck: 8 Discard: 6 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([ ] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([ ] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.

Uliah, Warpriest |

Can we all just take a moment to appreciate how bad-ass that combat description was? Because it was, very much so. Good job Nyctessa!
As for collected boons, here's my list
Frigid Blast Spell B
Blessing of Abraxas Blessing B
Blessing of Sarenrae Blessing B
Detect Demon Spell B

GM redeux |

Yes, that was pretty awesome. I happened to be listening to the Darksouls III soundtrack, "Epilogue" in particular. That sent the tone pretty well. Nice work everyone!!

GM redeux |

Development:
There has been a development,” the Herald proclaims.
“While we were hunting demonlings, a f lock of monstrous
bats descended upon the tower that held the witch Faxon. Our
guards were swiftly overpowered, and the bats f lew the witch
to safety.
The Herald then turns to look out upon the desolation of
the Worldwound. “We believe they were headed to the Fort
Clearwater outpost. We must meet them there. They will regret
that they ever trif led with us!”
Mount up! The Worldwound awaits.
Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item in
her deck with the loot Scale of Disguise. At the end of each scenario, return the loot to the game box.
Players completing the second scenario at their tier gain a power feat
Acquired Boons:
Type Adv_Deck_Num card
Weapon B Longspear
Weapon C Scizore
Weapon B Sickle
Weapon 1 Force Shortbow +1
Spell B Frigid Blast
Spell B Detect Demon
Spell B Good Omen
Spell B Detect Demon
Spell 1 Protect
Item B Horn of Battle Clarity
Blessing B Blessing of Abraxas
Blessing B Blessing of Ascension
Blessing B Blessing of Sarenrae
Blessing B Blessing of Abraxas
Armor B Magic Half-Plate
Armor B Leather Armor
Armor C Stalking Armor
Armor B Corroded Helm
Armor B Full Plate
Armor B Scale Mail
Armor 1 Ghoul Hide
Ally C Bat
Ally B Teamster
Ally B Caravan Guard
Ally B Recruit
Ally B Vulture
Ally B Frog
I'll need the following:
1. Your Deck Upgrade preferences (1d1000s, in order). You only get one deck upgrade, but you may not get your first pick.
2. Power feat you're taking.
Also,
3. As a group, you'll need to decide who wants to use the loot for the next scenario. This CAN change scenario-to-scenario, you guys will just need to work out who each scenario or agree that someone always gets it. (I'll always add the loot to the campaign heading as we unlock it)

Uliah, Warpriest |

Since we are not playing a mummy's mask based adventure, Augury is the best spell I'm going to be able to get for a while. i'd really like to get the Spell 1, if not, I'll go for Armor 1, Item B, Blessing B or Weapon B in that order:
Spell 1: 1d1000 ⇒ 207
Armor 1: 1d1000 ⇒ 829
Item B: 1d1000 ⇒ 262
Blessing B: 1d1000 ⇒ 82
Weapon B: 1d1000 ⇒ 321
For my power, I'll improve my divine bond with mounts to 1d4+1

Amaryllis-EmpTyger |

Gain Power Feat: If you fail a check that has the Arcane trait or any check, you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
"Way to go Nyctessa!" Amaryllis was a little in awe of the dhampir's show of power, watching her eliminate another villainous threat. But while the halfling might not have the benefit of that kind of magical study, she did know she was getting better at drawing upon her luck in an almost preternatural way. Being a sorcerer meant that she could harness that luck not just when spellcasting, but when exploring, sneaking, protecting, persuading, even when physically fighting. It was all part of being a hero!
Spell 1: 1d1000 ⇒ 856
Item B: 1d1000 ⇒ 87
Ally B: 1d1000 ⇒ 50
Amaryllis is mildly interested in the loot Scale of Disguise, but she doesn't have Diplomacy or Stealth. She'll defer to Ramexes, Harsk, and Uliah if any of them want it.

Erasmus the Medium |

Had forgotten about that. Uliah does have diplomacy, but he only has 1 item slot. I think he is better off for now with his mattock.

Ramexes 9251-4 |

Hand size 6
armour 1: 1d1000 ⇒ 491 elven chain shirt
spell b: 1d1000 ⇒ 609 Find traps
Again Ramexes would like the loot item but with only 1 item and 1 armour then amulet of life is staying in my deck
(plus with the way his powers run off allies and divine I only see him taking allies spells and blessings as card feats. If he keeps losing weapons or taking lots of damage then armour and weapons might be considered)

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Item B: 1d1000 ⇒ 236
Ally B: 1d1000 ⇒ 306
Blessing B: 1d1000 ⇒ 497
For my power feat I'd like to extend the evade encounter power thing. "Then you may recharge that blessing to explore your location".

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Choice 1-Weapon 1: 1d1000 ⇒ 43
Power is letting my second power also be applied to checks to acquire allies.

BR redeux |

1-1C: GET TO FORT CLEARWATER
To Fort Clearwater you ride! This outpost on the edge of the
Worldwound was once a gallant roadblock against the onrush
of demons. Now all communication from Fort Clearwater has
ceased, a situation that gravely concerns the Herald of Iomedae.
Fort Clearwater is one of the most important links in a line
of defenses preventing the Worldwound’s demon hordes from
corrupting the lands of Ustalav, Numeria, and Mendev. Along
the Moutray and West Sellen rivers, the champions of Iomedae
have placed powerful wardstones that hold evil at bay. Should
they break, the entire countryside would fall.
After your last foray against the cult of Baphomet, the Herald
broke the news that the pitborn witch Faxon had escaped from
the queen’s custody. Giant bats descended upon the Watchtower
that held him, and he rode skyward into the night. Normally,
bats could not be expected to coordinate their actions in such
a sinister manner. The demon hordes are obviously using the
very forces of nature against you.
You must venture into the dark lands. First, you must march
down the West Sellen. The fort was named after the river’s
once-clear waters, but demonic inf luence now befouls the
river. No fish swim here, and no animals drink near the filth
that washes up on its riverbanks. Next, you must steadily make
your way through Storasta. Long ago, it was one of Sarkoris’s
mightiest cities, but giant bats have overrun it.
No other beings would dare inhabit the city... no other being
save one, that is. The fiendish tree Carrock has marshaled
the colony against the queen’s crusaders. If you can break
his control over the giant bats, you can clear a path to Fort
Clearwater.
DURING THIS SCENARIO
When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
VILLAIN:
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
HENCHMEN:
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Animal
Basic
Check
Combat
11
Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Barrier C
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. 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.
Weapon C
Traits
Mace
Melee
Bludgeoning
Elite
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon B
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Elite
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Elite
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
7
Powers
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Trap
Basic
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
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 or burying it.
Spell B
Traits
Magic
Arcane
Attack
Mental
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Arcane
Divine
6
Powers
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.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Item B
Traits
Object
Divine
Veteran
Check
Divine
6
Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
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.
Ally 1
Traits
Mongrel
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, you damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Ally B
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
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.
Ally B
Traits
Elf
Hireling
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 1 Amaryllis/EmpTyger
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 29
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Item B
Traits
Object
Magic
Elite
Check
Intelligence
Arcane
Craft
7
Powers
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Barrier 1
Traits
Curse
Veteran
Check
None
0
Powers
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.
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
Traits: None
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Item 1
Traits
Book
Elite
Check
Intelligence
Knowledge
7
Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Ally B
Traits
Human
Hireling
Basic
Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
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.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
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.
Collapsing Bridge
Traits: None
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Ally 1
Traits
Human
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally C
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Monster C
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
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.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
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.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barrier 1
Traits
Skirmish
Cultist
Elite
Check
None
0
Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
Traits: None
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
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Monster P
Traits
Animal
Demon
Mythic
Veteran
Check
Combat
6
THEN
Combat
6
THEN
Combat
6
Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Spell C
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits
Magic
Divine
Basic
Check
Wisdom
Divine
4
Powers
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

BR redeux |

@Everyone, You know the drill, but for clarity sake:
1. Pick starting location first.
2. Then Draw starting hand.
3. Then Draw one, both, or neither cohorts. There can only be one copy of each Cohort in the scenario. There's no downside to picking them, so just make sure as a group someone is going to use them. This is done after drawing your starting hand so they do not count against your starting hand size, though on your following turns they will count as part of your hand limit.

Amaryllis-EmpTyger |

Upgrading Spell B Confusion into Spell 1 Frost Ray.
Since no one else seemed to ask for it: replacing Item B Caltrops with Loot Item 1 Scale of Disguise.
Inspired by Tancred's icy demise, Amaryllis focused on her own cold magic, and was able to direct her energy into a more powerful ray. As she practiced on the cultist's corpse, she noticed a piece of loot hidden on the conjurer. "What a lucky find! A scale of Terendelev!"
Amaryllis will start at the Forsaken Cloister.
Amaryllis doesn't want either cohort.
The Herald explained the new mission. Two humans would be joining them as they trekked across the Worldwound. Amaryllis didn't think either really understood the nature of magic. The halfling sorcerer, feeling her power grow, was eager to find other ways to improve her spellcasting. Maybe there would be some arcane secrets to discover at a cloister along the way?
Hand: Mirror Image, Frostbite, Crown of Charisma, Blessing of the Gods 2, Blessing of the Gods 1, Bracers of Protection,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Blessings of the Gods available, but ask first.
Dexterity d8 [] +1 [] +2 [] +3
Acrobatics: Dexterity +2
Constitution d8 [] +1 [] +2
Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [] 7
Proficient with: [] Light Armor
Powers:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Ramexes 9251-4 |

Going to try and save as many as possible from the collapsing bridge I have a feeling Aron Kir maybe useful to me there
Hand: Cure, Heavy pick, Researcher, Frog, BotGods 1, Find traps, Aron Kir
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Find traps available for barriers BotG for other checks we need to make
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 []+2 []+3 []+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 ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [] or Acid or Poison) trait to your combat check.
You may bury an ally from y our discard pile to explore your location ( [] or to evade a bane you encounter).

Uliah, Warpriest |

Uliah can see signs of desecration in the nearby Cemetary. As a servitor of Sarenrae, it is his duty to purge the land of the undead. He heads there.
I nominate Harsk to bring Anevia Tirabade with him since she can help with Ranged checks.
Hand: Heavy Pick, Camel, Blessing of the Gods 4, Cure, Mattock,
Displayed:
Deck: 10 Discard: 0 Buried: 0
"Notes: If you need a blessing to close, go ahead and use it. Otherwise, let me know, in case I'm planning to use it for my turn.
"
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 []+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Hand Size 5 []6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( []+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.

![]() |

Nyctessa feels more corruption and power radiating from the blighted river.
Starting Location: Abyssal River
Hand: Blessing of The Archdevils 1, Blessing of The Gods, Animated Skeleton, Cult Acolyte, Bracers of Protection, Unshakable Chill,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Try to leave me with one Blessing for closing check.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([ ] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.

![]() |

Swapping Researcher (Ally B) for Crow (Ally B)
Athnul will start at the Canyon, not drawing Cohorts
Hand: Blessing of Gozreh, Blessing of the Gods 1, Caltrop Bead, Crow, Blessing of the Gods 3,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Type notes here, such as players can use your blessings.
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)

Glynixx |
Harsk doesn't like the feeling of the forest.. something feels.. Off. There are few typical sounds and it doesn't seem to have a natural feel. Time to investigate...
"Anevia, watch your step and keep your eyes and ears open.."
Hand: Crow, Blessing of Milani, Returning Throwing Axe+1, Emerald of Dexterity, BoGods 3, Anevia Tirablade,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Light Crossbow can be recharged to add 1d4 to combat check at another location. Please use.
Sideboard cards:
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4
Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [X] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Animal
Basic
Check
Combat
11
Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Barrier C
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. 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.
Weapon C
Traits
Mace
Melee
Bludgeoning
Elite
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon B
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Elite
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Elite
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
7
Powers
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Trap
Basic
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
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 or burying it.
Spell B
Traits
Magic
Arcane
Attack
Mental
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Arcane
Divine
6
Powers
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.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Item B
Traits
Object
Divine
Veteran
Check
Divine
6
Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
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.
Ally 1
Traits
Mongrel
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, you damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Ally B
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
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.
Ally B
Traits
Elf
Hireling
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 1 Amaryllis/EmpTyger
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 29
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Uliah
Item B
Traits
Object
Magic
Elite
Check
Intelligence
Arcane
Craft
7
Powers
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Barrier 1
Traits
Curse
Veteran
Check
None
0
Powers
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.
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
Traits: None
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Harsk
Item 1
Traits
Book
Elite
Check
Intelligence
Knowledge
7
Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Ally B
Traits
Human
Hireling
Basic
Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
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.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
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.
Collapsing Bridge
Traits: None
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1
Located here: Ramexes
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Ally 1
Traits
Human
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally C
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Monster C
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
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.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
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.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barrier 1
Traits
Skirmish
Cultist
Elite
Check
None
0
Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
Traits: None
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 here: Athnul
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Monster P
Traits
Animal
Demon
Mythic
Veteran
Check
Combat
6
THEN
Combat
6
THEN
Combat
6
Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Located here: Amaryllis
Spell C
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits
Magic
Divine
Basic
Check
Wisdom
Divine
4
Powers
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Amaryllis-EmpTyger |

Exploring Forsaken Cloister 1: Lightning Touch
Lightning Touch Arcane 4: 1d12 + 3 ⇒ (2) + 3 = 5 Success! Lightning Touch is acquired.
A bolt of thunder crackled ominously as Amaryllis walked into the cloister. She had cast lightning herself a fair number of times, and she took that as a good sign. "Maybe I could cast it more, with the air so staticy!"
Discarding Blessing of the Gods to explore Forsaken Cloister 2: Giant Bat
Amaryllis cannot make a Wisdom/Perception 9 check, so Giant Bat has +3 difficulty.
Using Lightning Touch for Giant Bat Combat 13: 1d12 + 2d4 + 3 ⇒ (5) + (1, 2) + 3 = 11 Failed, but...
Inspired by that thought, she explored the cloister, but was surprised by one of the giant bats that had released Faxon! The sorcerer let out a shriek and tried to shock the bat, but as she reached out with her right hand, her bracers snagged on its wing and Amaryllis was thrown off balance. The electricity discharged harmlessly.
Burying Bracers of Protection to reroll Combat 13: 1d12 + 2d4 + 3 ⇒ (9) + (3, 1) + 3 = 16 Success! Giant Bat is banished
Recharging Lightning Touch Arcane 6: 1d12 + 3 ⇒ (5) + 3 = 8 Success! Lightning Touch is recharged.
The giant bat started to fly away, but her bracers were still caught on its wings! Amaryllis shrieked and tried to shake it off, but she couldn't get free. Desperately, she reached with her other hand to remove the bracers, wishing that she were just a little bit luckier...
...and as she touched the bracers with her other hand, an unexpected bolt leapt from her fingers through the metal bracers and into the giant bat.
Attempting to close Forsaken Cloister: Demonling
Amaryllis cannot make a Wisdom/Perception 7 check, so Demonling has +3 difficulty.
Using Frostbite for Demonling Combat 11: 1d12 + 1d6 + 3 ⇒ (7) + (3) + 3 = 13 Success! Demonling is banished.
Recharging Frostbite Arcane 7: 1d12 + 3 ⇒ (6) + 3 = 9 Success! Frostbite is recharged.
Amaryllis let out a cheer at her lucky break. "Wow! Did you see that!"
A sinister voice cackled behind her. "Oh yes I did." A demonling emerged from the altar and ran at the halfling. Amaryllis reacted with a gust of cold magic that made the demonling wither away.
Forsaken Cloister is closed
"Uh, did anyone else see that?" This time, no one responsed. The cloister was now completely empty.
Ending turn
Hand: Mirror Image, Force Missile, Crown of Charisma, Blessing of the Gods 3, Blessing of the Gods 1, Turtle,
Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes: Blessings of the Gods available, but ask first.
Dexterity d8 [] +1 [] +2 [] +3
Acrobatics: Dexterity +2
Constitution d8 [] +1 [] +2
Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [] 7
Proficient with: [] Light Armor
Powers:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Pick
Melee
Piercing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
Weapon C
Traits
Scizore
Shield
Melee
Piercing
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Weapon C
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Elite
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Attack
Veteran
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
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 7 check to recharge this card instead of discarding it.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor 1
Traits
Heavy Armor
Veteran
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
5
Powers
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Item B
Traits
Object
Divine
Elite
Check
Wisdom
Divine
7
Powers
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.
Item B
Traits
Accessory
Magic
Basic
Check
Strength
Constitution
6
Powers
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item C
Traits
Object
Gambling
Corrupted
Check
See Below
0
Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.
Ally B
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 1
Traits
Animal
Veteran
Check
Wisdom
Survival
8
Powers
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Ally B
Traits
Human
Inquisitor
Check
Knowledge
6
OR
Charisma
Diplomacy
8
Powers
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Turn: 2 Uliah/Akaitora
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 28
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Uliah
Item B
Traits
Object
Magic
Elite
Check
Intelligence
Arcane
Craft
7
Powers
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Barrier 1
Traits
Curse
Veteran
Check
None
0
Powers
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.
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
Traits: None
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Harsk
Item 1
Traits
Book
Elite
Check
Intelligence
Knowledge
7
Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Ally B
Traits
Human
Hireling
Basic
Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
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.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
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.
Collapsing Bridge
Traits: None
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1
Located here: Ramexes
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Ally 1
Traits
Human
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally C
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Monster C
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
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.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
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.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barrier 1
Traits
Skirmish
Cultist
Elite
Check
None
0
Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
Traits: None
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 here: Athnul
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Monster P
Traits
Animal
Demon
Mythic
Veteran
Check
Combat
6
THEN
Combat
6
THEN
Combat
6
Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

Uliah, Warpriest |

Uliah enters the cemetery. He sees what looks like a silver Raven figurine. If Uliah had stopped to examine it, he would have noticed it was magical, but he is a man in a mission right now since he can't acquire it, he auto-fails the check and the Silver Raven Figurine is banished.
Uliah mutters a blessing for protection for him and his new mount, and keeps going by discarding his blessing of the gods.
He quickly confirms his fear: these grounds are desecrated. The evil energies are such that Uliah becomes cursed, and a tiny creature known as a Sin Seeker starts floating near him, without him noticing it for now.
Hand: Heavy Pick, Camel, Riding Horse, Cure, Mattock,
Displayed: Sin Seeker,
Deck: 9 Discard: 1 Buried: 0
"Notes: If you need a blessing to close, go ahead and use it. Otherwise, let me know, in case I'm planning to use it for my turn.
"
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 []+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Hand Size 5 []6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier 1
Traits
Curse
Veteran
Check
None
0
Powers
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Mace
Melee
Bludgeoning
Elite
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Weapon B
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
Weapon C
Traits
Scizore
Shield
Melee
Piercing
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Wisdom checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
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 7 check to recharge this card instead of discarding it.
Armor 1
Traits
Heavy Armor
Veteran
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Object
Magic
Elite
Check
Intelligence
Arcane
Craft
7
Powers
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Ally C
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Turn: 3 Harsk/Glynixx
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 27
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Uliah
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
Traits: None
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Harsk
Item 1
Traits
Book
Elite
Check
Intelligence
Knowledge
7
Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Ally B
Traits
Human
Hireling
Basic
Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
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.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
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.
Collapsing Bridge
Traits: None
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1
Located here: Ramexes
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Ally 1
Traits
Human
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally C
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Monster C
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
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.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
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.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barrier 1
Traits
Skirmish
Cultist
Elite
Check
None
0
Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
Traits: None
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 here: Athnul
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Monster P
Traits
Animal
Demon
Mythic
Veteran
Check
Combat
6
THEN
Combat
6
THEN
Combat
6
Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

PC Bot |

gears Shifting
Harsk looks around the Dark forest. He sees an Almanac laying on the ground, and a Giant Cockroach. He decides to look at the alamanac...paying little attention to the giant cock roach that he can auto-defeat.
Harsk asks his Crow to help him. add 1d6
Alamanac DC 7 int: 2d6 ⇒ (6, 5) = 11 acquired
Harsk gets lost in the alamanac, and realizes he's lost sight of the giant cockroach. He pockets the book for later. location shuffles
Dark Forest
Traits: None
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Harsk
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Ally B
Traits
Human
Hireling
Basic
Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
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.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
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.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Harsk decides to explore again discard botgods
He sees a bat, and beyond it is a scroll. Unfortunately, the bat looks far too pesky to ignore.
The Bat has the animal trait, which he is familiar with hunting 1d4 added to checks from power feat
BYA DC 9 perception: 1d8 + 1d4 + 1 ⇒ (7) + (4) + 1 = 12 difficulty not increased
Harsk reads the Bat's movements and prepares to launch his throwing axe.
Bat DC 10 combat: 2d8 + 1d4 + 5 ⇒ (6, 4) + (3) + 5 = 18 defeated
The Throwing Axe hit the bat and took it out with ease.
He decides to close the location.
use almanac for extra 1d6
Dark Forest DC 8 survival: 1d8 + 1d6 + 2 ⇒ (5) + (1) + 2 = 8 closed
Harsk sees a glimpse of clarity through the Dark woods, but in a moment it is gone. He suddenly realizes that his weapon and cohort Anevia Tirablade have disappeared. Odd. Maybe he will find them later... recharge hand from closing
He decides to rest.
Hand: BoGods 2, Light Crossbow, Dagger, Fox, BoGods 1,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: blessings if needed
Sideboard cards:
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4
Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [X] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>
gears screech to a stop

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Ooze
Aquatic
Elite
Check
Combat
10
OR
Dexterity
7
Powers
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
Monster B
Traits
Pitborn
Demon
Rogue
Elite
Check
Combat
12
Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Barrier P
Traits
Temptation
Mythic
Check
None
Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
Barrier C
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier 1
Traits
Curse
Veteran
Check
None
0
Powers
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.
Weapon B
Traits
Pick
Melee
Piercing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Club
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4, or discard it to add another 2d4 and the Piercing trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Elite
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell C
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armor B
Traits
Heavy Armor
Corrupted
Elite
Check
Constitution
Fortitude
3
Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item B
Traits
Tool
Veteran
Check
Wisdom
Divine
8
Powers
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item C
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.
Item 1
Traits
Book
Check
Melee
Ranged
8
Powers
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.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
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.
Ally C
Traits
Aberration
Check
None
0
Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Ally B
Traits
Elf
Hireling
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Ally B
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 4 Athnul/Baerlie
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 26
Blessings Deck
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
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.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Uliah
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
At This Location: At the end of your turn, recharge your hand.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk
Collapsing Bridge
Traits: None
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1
Located here: Ramexes
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Ally 1
Traits
Human
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally C
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Monster C
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
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.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
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.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barrier 1
Traits
Skirmish
Cultist
Elite
Check
None
0
Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
Traits: None
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 here: Athnul
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Monster P
Traits
Animal
Demon
Mythic
Veteran
Check
Combat
6
THEN
Combat
6
THEN
Combat
6
Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

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Hand: Blessing of Gozreh, Blessing of the Gods 1, Caltrop Bead, Crow, Blessing of the Gods 3,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Type notes here, such as players can use your blessings.
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)
Athnul walks the canyon again, but before she can do anything useful she meets a bunch of crusaders. They do not let her pass.
drawing Ally #1: Quadnys Orlun
One of the crusaders steps forward and attacks Athnul.
I can't find the Corrupted Soldier in the card list above, so I just took this one: Corrupted Soldier I hope it's ok.
combat check, recharging BotG to add my wisdom modifier
Combat DC11: 1d6 + 3 + 1d10 + 2 ⇒ (2) + 3 + (4) + 2 = 11

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Barrier defeated, exploring again
Athnul defeats the soldier, but suddenly a giant bat approaches. The soldier flees but Athnul stays to kill the threat.
Trying the wisdom check
Wisdom DC9: 1d10 + 2 ⇒ (8) + 2 = 10 success
Athnul sees the weak spot and strikes at the beast.
recharging second BotG (+ wisdom) and banishing the caltrop beads (+1d4)
Combat DC10: 1d6 + 3 + 1d10 + 2 + 1d4 ⇒ (1) + 3 + (9) + 2 + (3) = 18 success
attempting to close location, discarding blessing of gozreh to add 2 dice
Divine DC5: 1d4 + 2d4 ⇒ (3) + (4, 4) = 11 success

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resetting hand
Hand: Blessing of Deskari (aquired), Blood Periapt, Kohl of Uncanny Discernment, Crow, Turtle,
Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes: Type notes here, such as players can use your blessings.
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Pitborn
Demon
Rogue
Elite
Check
Combat
12
Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier B
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. 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.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Wisdom checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell C
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Corrupted
Elite
Check
Constitution
Fortitude
3
Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item B
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
Item B
Traits
Accessory
Magic
Basic
Check
Strength
Constitution
6
Powers
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item C
Traits
Book
Basic
Check
Intelligence
Knowledge
5
Powers
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Item C
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.
Ally B
Traits
Human
Hireling
Basic
Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Ally 1
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 5 Ramexes/Merisial
Top of Blessing Discard Pile: Blessing of Ascension
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 24
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Uliah
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
At This Location: At the end of your turn, recharge your hand.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk
Collapsing Bridge
Traits: None
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1
Located here: Ramexes
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Ally 1
Traits
Human
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally 1
Traits
Human
Druid
Veteran
Check
Survival
7
OR
Charisma
Diplomacy
9
Powers
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
Ally C
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
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.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
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.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
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.
Barrier 1
Traits
Skirmish
Cultist
Elite
Check
None
0
Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. 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.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

Ramexes 9251-4 |

Ramexes explores and finds a tempting array of weapons and declines them all
He gets a free explore for defeating a barrier and meets a maggot swarm discards frog for acid damage
pick 6: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (4) = 15 swarm totally defeated by picking them off one at a time
Buries frog to explore again and finds a researcher
diplomacy 6: 1d10 + 3 ⇒ (8) + 3 = 11
The researcher agrees to join Ramexs who sends her off to explore before starting an argument with the other researcher
She finds another Ally
Recharging first researcher to acquire
diplo7: 1d10 + 3 + 1d6 ⇒ (8) + 3 + (4) = 15
Kimroth Otai acquired and discarded for another explore

Ramexes 9251-4 |

Encounter a Druid of the flame tries to talk the Druid into joining
diplomacy 9: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12
Druid of flame acquired
Buries Kimroth for another explore
Finds a recruit easy to order about he sends the recruit for a further explore
Finds a bilious bottle and displays it next to the location
Buries recruit to find a demon hunter
diplomacy 6: 1d10 + 3 ⇒ (1) + 3 = 4
The demon hunter ain’t falling for devilish tricks discards Druid of the flame
Encounters a giant bat
Fails perception
Recharges cure as he swings with his pick discarding pick and blessing of the gods
combat 13: 3d8 + 3 + 2d6 + 2 ⇒ (6, 4, 6) + 3 + (4, 1) + 2 = 26
He defeats the bat but the bridge collapses under him
Then closes the location taking 4 combat damage
Hand: Clockwork butterfly, Apprentice, BotGods 4, BotGods 3, Amulet of life,
Displayed:
Deck: 5 Discard: 5 Buried: 3
Notes: Find trapsavailable for barriers BotG for other checks we need to make
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 []+2 []+3 []+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 ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [] or Acid or Poison) trait to your combat check.
You may bury an ally from y our discard pile to explore your location ( [] or to evade a bane you encounter).

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Monster B
Traits
Animal
Basic
Check
Combat
11
Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier P
Traits
Temptation
Mythic
Check
None
Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
Barrier C
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Task
Cache
Check
None
0
Powers
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.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. 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.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits
Magic
Arcane
Trap
Basic
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
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 or burying it.
Spell B
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
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.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item B
Traits
Wand
Attack
Magic
Arcane
Divine
Mental
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Ally 1
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Ally B
Traits
Human
Hireling
Basic
Check
Constitution
Fortitude
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Ally B
Traits
Human
Hireling
Basic
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.
Ally B
Traits
Gnome
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 6 Nyctessa/Agent Eclipse
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 23
Blessings Deck
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Uliah
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
At This Location: At the end of your turn, recharge your hand.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk
Collapsing Bridge
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes
Notes: Billious Bottle is not in the location deck, but is displayed next to it.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
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.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
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.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
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.
Barrier 1
Traits
Skirmish
Cultist
Elite
Check
None
0
Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. 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.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

![]() |

Nyctessa continues to travel along the corrupted river's bank.
Explore Abyssal River Card 1: Abyssal Traveler's Kit
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Knowledge 7: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7 Success!
As she walks she finds a gruesome scene where a crusader was ill prepared to face the denizens lurking about. His kit while strewn is salvageable so she gathers it before proceeding.
"The fool thought this kit would be enough to carry him safely through this area. I will make better use of it."
Discard Blessing of The Gods to Explore Abyssal River Card 2: Giant Bat
Giant Bat
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
A giant bat attempts to swoop down surprising her but the chill in the air slows it's pace allowing her the time to weave her spell. Her acolyte falls to the ground as Nyctessa rips her arcane energies out to empower the spell.
Discard Unshakable Chill (Ignore "Before You Act" & Arcane+1d6). Banish Cult Acolyte (1d4).
Combat 10: 1d10 + 1 + 2 + 1d6 + 1d4 ⇒ (5) + 1 + 2 + (1) + (1) = 10 Success! Giant Bat Acquired.
Arcane 8: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Success! Unshakable Chill Recharged.
Ribbons of frost begin encasing the diving bat as a tinge of fear starts to creep over the dhamphir's face...
My magic will not fail me against a mangy bat!
...and the magic surges at the last second freezing the bat in mid-air merely inches away from Nyctessa. She starts to laugh shakily before reaching out and weaving her dark magics into the frozen bat to bring it under her control.
Discard Blessing of The Archdevils to close. Discarding Bracers of Protection to 1 Acid Damage.
Hand: Black Dagger Chemist, Abyssal Traveler's Kit, Animated Skeleton, Giant Bat, Viper Strike, Life Drain,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([ ] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster B
Traits
Animal
Basic
Check
Combat
11
Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Barrier B
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier C
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
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.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
Weapon C
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Heavy Armor
Corrupted
Elite
Check
Constitution
Fortitude
3
Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Item B
Traits
Instrument
Magic
Elite
Check
Melee
Ranged
Charisma
7
Powers
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item B
Traits
Accessory
Magic
Basic
Check
Strength
Constitution
6
Powers
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.
Ally B
Traits
Human
Hireling
Check
Craft
6
OR
Charisma
Diplomacy
9
Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
Ally B
Traits
Elf
Hireling
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Ally B
Traits
Human
Soldier
Basic
Check
Charisma
Diplomacy
3
Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Ally B
Traits
Elf
Hireling
Check
Charisma
Diplomacy
4
Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Turn: 7 Amaryllis/EmpTyger
Top of Blessing Discard Pile: Blessing of Pulura
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 22
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Cemetery
Traits: None
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Uliah
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster B
Traits
Vermin
Elite
Check
Combat
9
Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
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.
Dark Forest
At This Location: At the end of your turn, recharge your hand.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk
Collapsing Bridge
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes
Notes: Billious Bottle is not in the location deck, but is displayed next to it.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Abyssal River
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. 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.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

Amaryllis-EmpTyger |

Moving to Cemetery
Leaving behind the dead giant bat, Amaryllis left the cloister and walked out back to the cemetery.
Exploring Cemetery 1: Giant Bat
Amaryllis cannot make a Wisdom/Perception 9 check, so Giant Bat has +3 difficulty.
Using Force Missile for Combat 13: 1d12 + 2d4 + 3 ⇒ (6) + (3, 2) + 3 = 14 Success! Giant Bat is banished
Recharging Force Missile Arcane 6: 1d12 + 3 ⇒ (5) + 3 = 8 Success! Force Missile is recharged.
A giant winged beast flew at her. "Eek, I'm being attacked by another bat!" But it wasn't another giant bat- it was a giant *ghost* bat! "Eek, I'm being haunted by the same dead bat!" She fired off some magic missiles, sending the undead beast crashing to the ground.
Closing Cemetery: Drawing Sage. Burying Crown of Charisma.
Cemetery is closed.
She knelt by the giant bat. "Oh, poor giant bat. It's not your fault you're being possessed by demons, is it?" She dug a small grave and buried the twice-killed creature. Amaryllis put her crown on top as a gravestone. "Be at peace, giant dead bat."
Hand: Mirror Image, Sage, Frost Ray, Blessing of the Gods 3, Blessing of the Gods 1, Turtle,
Displayed:
Deck: 7 Discard: 1 Buried: 2
Notes: Blessings of the Gods available, but ask first.
Dexterity d8 [] +1 [] +2 [] +3
Acrobatics: Dexterity +2
Constitution d8 [] +1 [] +2
Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [] 7
Proficient with: [] Light Armor
Powers:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

BR redeux |

During This Adventure: The servitor demon is the henchman Demonling.
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: When a character defeats a barrier during an exploration, that
character may immediately explore again.
When a barrier is undefeated, discard the top card of the
blessings deck.
COHORTS:
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Monster C
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Monster B
Traits
Vermin
Swarm
Basic
Check
Combat
6
Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster C
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Barrier C
Traits
Temptation
Check
None
0
Powers
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.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier B
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Weapon C
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Weapon C
Traits
Pick
Melee
Piercing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Weapon B
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits
Magic
Divine
Attack
Veteran
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
7
Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Item 1
Traits
Book
Check
Melee
Ranged
8
Powers
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Item C
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.
Ally C
Traits
Aberration
Check
None
0
Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Knowledge
7
OR
Diplomacy
10
Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Ally 1
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
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.
Turn: 8 Uliah/Akaitora
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 21
Blessings Deck
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
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.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier B
Traits
Temptation
Check
None
0
Powers
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.
Villain Monster 1
Traits
Plant
Demon
Druid
Check
Combat
15
Powers
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock dealts 1 Ranged Combat damage to you.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Weapon B
Traits
Spear
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Monster 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Cemetery
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Uliah, Amaryllis
Dark Forest
At This Location: At the end of your turn, recharge your hand.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk
Collapsing Bridge
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes
Notes: Billious Bottle is not in the location deck, but is displayed next to it.
Barrier 1
Traits
Trap
Poison
Elite
Check
None
0
Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Abyssal River
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa
Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Henchman Monster 1
Traits
Animal
Check
Combat
10
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. 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.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier C
Traits
Cache
Skirmish
Basic
Check
None
0
Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed