
Uliah, Warpriest |

As EmpTyger pointed out, Ramexes' Benevolent buckler could be used to prevent the ranged combat damage from the Fiendish Tree's BYA and AYA powers, so Uliah recovers Scale of Disguise and Camel from his discard pile.

BR redeux |

I'm back.
@Ramexes for the mongrel that summoned a random mongrel, this is the relevant rule:
When determining the lowest or highest difficulty to defeat or acquire a card, apply all powers from cards in play that affect the difficulty, but do not apply powers that happen before you act, while you act, or after you act.
So in this case we would've had the 2nd mongrel draw a random monster and DC would've been 14. Too much of a hassle to fix this time so I'll keep it defeated. It looks like you later drew The gargoyle and defeated that so technically the 2nd time would've been a DC 11 which was easy with 2d8+7. Did lose one blessing from blessing deck when failed to acquire ally on first check to close.
On Nyctessa's turn it looks like we still need Athnul to deal with Arboreal blight, but she can evade so if we don't hear back before Nyctessa posts then we'll assume that's what she did.

![]() |

Alright! Good work team!
Arboreal Blight (1=Summon): 1d20 ⇒ 4 No Ulkreth today![/dice]
[ooc]Discard Animated Skeleton to Explore Cell Card 3: Heavy Crossbow
Auto-Fail: Heavy Crossbow banished!
Nyctessa arrives at the cells to find the guard hound growling menacingly but she waved away the anger and spoke charming words to the hound as if she was a devil herself.
"Oh sweet pup. That rage can be better suited ripping apart demons...now come along dear."
With those words it turned its head before following with a whimper. She urged it along seeking the prisoners it guarded but the initial block was empty and they had to cross a courtyard that housed a gnarled oak. However as they walked past the monstrous tree it triggered a curse placed by one of the cultist and it rose with an unnatural roar. Negative energy burst-forth in all directions and she feared this threat was not hers alone.
Her power had grown immensely in her travels and in this moment she called upon those mythic abilities. She empowered a spell that sent forth a massive snake weaved together with arcane poison. It wrapped itself around the trunk of the tree as its body burned away at the ancient wood. Soon only splinters and pools of acid remained. She waited expectantly for more to come of the curse but the rune shattered releasing the remaining power.
It looks like my allies were able to deal with the others! They are a powerful force.
With her grave tender dealing with the aftermath in the courtyard she sent forward her zombiefied minion to scout out a nearby wing but it only returned with a shattered crossbow. She released it from servitude and gathered her things.
End Turn. Reset Hand.
Hand: Fiendish Tree, Hungering Staff, Mastiff, Life Drain, Black Spot, Hungry Ghost Monk,
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [ ] +3 [ ] +4
INT Mythic Bonus: +2
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
CHA Mythic Bonus: +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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Uliah, Warpriest |

"She released [her zombified minion] from servitude" ... I shudder to think what that really means for Nyctessa. Nice write up!

BR redeux |

Ignore the scenario deck location. It's from the other scenario and keeps glitching in and out. I'll have to take a look at a permanent fix, sorry about that
During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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
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
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
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.
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
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 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.
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
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
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 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 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
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 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.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8
Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Mental
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Spell B
Traits
Magic
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
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.
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.
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
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy 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 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 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.
Item C
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
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 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Human
Soldier
Check
None
0
Powers
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.
Blessing C
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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
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
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
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: 3 Amaryllis/EmpTyger
Top of Blessing Discard Pile: Blessing of Abraxas
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.
Blessings Remaining: 26
Blessings Deck
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
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 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
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
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
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 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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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 1
Traits
Human
Inquisitor
Check
Combat
13
Powers
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
Villain Monster 1
Traits
Half-Elf
Oracle
Mutant
Check
Combat
13
Powers
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
Villain Monster B
Traits
Human
Conjurer
Cultist
Check
Combat
12
OR
Arcane
9
Powers
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
Cell
At This Location: Succeed at a Strength or Disable 7 check to move.
When Closing: Bury an ally.
When Permanently Closed: On closing, move and end your turn.
M:2 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Nyctessa
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.
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.
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.
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.
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.
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.
Henchman Monster 1
Traits
Mongrel
Ranger
Check
Combat
0
Powers
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Amaryllis, Ramexes, Uliah, Athnul
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
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.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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 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 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
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
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.
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.
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.
Monster 2
Traits
Outsider
Check
Combat
15
Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
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.
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.
Weapon 1
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
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.
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 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.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1
Ally 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
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.
Armor 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

Amaryllis-EmpTyger |

Moving to Cell
Amaryllis ran to the cell to encourage Nyctessa.
Exploring Cell 1: Carrion Golem
Discarding Lightning Touch from deck
Using Strength and 1 mythic counter
Carrion Golem Combat 14: 1d20 + 2 ⇒ (6) + 2 = 8
Burying Incanter to reroll
Carrion Golem Combat 14: 1d20 + 2 ⇒ (6) + 2 = 8
Carrion Golem is shuffled into Cell. Discarding Lightning Touch, Frostbite from deck
Displaying Mirror Image
Mirror Image: 1d4 ⇒ 1
Mirror Image is ineffective. Discarding entire hand for damage.
A hideous golem was guarding the cell. "Oh, no... this looks really bad," whispered the halfling. Gamely, she attempted to strike it, but the awful monstrosity shrugged off her attack and threw her to the floor. She was totally vulnerable!
But before the golem could strike again, her fellow halfling incanter Ellabella bravely tried to melt it with a scorching ray. However, the monster was impervious to the magical attack, and it turned and lashed out with a heavy fist. Ellabella crumpled.
"No!" Amaryllis sprang up and struck at the golem again, but the golem again knocked Amaryllis to the floor. She desperately cast Mirror Image to try to escape, but it was no use. The cruel abomination punched down through the illusions, knocking the sorcerer unconscious.
Ending turn
Recharging Mirror Image Arcane 8: 1d12 + 5 ⇒ (5) + 5 = 10
Mirror Image is recharged
Recharging Frostbite Arcane 7: 1d12 + 5 ⇒ (10) + 5 = 15
Frostbite is recharged
At the start of Uliah's turn, Amaryllis will recharge Surgeon to cure a Blessing of the Gods.
Burying Sacred Prism to cure: 1d4 ⇒ 3
2 Blessings of the Gods and Lightning Touch are cured.
The surgeon Glissa ministered Amaryllis back to health. "Try not to move, you've been hurt quite a bit." She poured some liquid into the sacred prism and gave the mixture to Amaryllis, who weakly sipped. The light dimmed from the prism, but Amaryllis did feel her strength returning.
Hand:
Displayed:Sacred Prism, Crown of Charisma, Bracers of Protection, Cape of Escape, Good Omen,Surgeon,
Deck:49 Discard:51 Buried:12
Notes: Good Omen available for +3 on closing checks or to acquire boons. Use without asking if for closing a location, ask otherwise.
Mythic Charges: 1
STR Mythic Bonus: +1
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 [X] +2 [] +3 [] +4
CHA Mythic Bonus: +1
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.
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
Cell needs to be shuffled.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
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 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
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 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.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Barrier 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
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
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 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier 2
Traits
Trap
Mental
Magic
Check
Wisdom
12
OR
Knowledge
10
Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
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 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
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.
Weapon C
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
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.
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
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.
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
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
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.
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 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 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 B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
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.
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 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 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
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 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.
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 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
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
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 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 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
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.
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 Uliah/Akaitora
Top of Blessing Discard Pile: Blessing of Deskari
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.
Blessings Remaining: 25
Blessings Deck
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 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
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
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
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 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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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 1
Traits
Human
Inquisitor
Check
Combat
13
Powers
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
Villain Monster 1
Traits
Half-Elf
Oracle
Mutant
Check
Combat
13
Powers
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
Villain Monster B
Traits
Human
Conjurer
Cultist
Check
Combat
12
OR
Arcane
9
Powers
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
Cell
At This Location: Succeed at a Strength or Disable 7 check to move.
When Closing: Bury an ally.
When Permanently Closed: On closing, move and end your turn.
M:2 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Nyctessa, Amaryllis
Henchman Monster 1
Traits
Mongrel
Ranger
Check
Combat
0
Powers
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
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.
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.
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.
Defender's Heart
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ramexes, Uliah, Athnul
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
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.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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 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 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
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
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.
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.
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.
Monster 2
Traits
Outsider
Check
Combat
15
Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
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.
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.
Weapon 1
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
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.
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 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.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1
Ally 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
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.
Armor 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

Uliah, Warpriest |

Uliah hears a scream in the distance - "Was that Amaryllis?" He gallops full speed to the source of the noise, which appears to be coming from the Cells. He finds Amaryllis being tend to by a surgen, along with Nyctessa, who isn't looking that much better. He approaches to heal the Dhampir, without thinking about the possibility of positive energy hurting her.
Recharging Divine Favor to allow Nyctessa to recharge a random card from her discard pile.
After Amaryllis describes the Carrion Golem and its immunity to magic, he takes it upon himself to destroy the monster.
Fixated on finding the Carrion Golem monstrosity as he was, he failed to notice the mongrel archer who sneaked up behind him and let a couple of arrows loose, hitting him and Random other ally in this location: 1d2 ⇒ 1 Amaryllis! I will discard the scale of disguise as damage. Sorry EmpTyger!
"How dare you sneak up behind me and attack my fallen comrade? You will pay for this!" - Uliah draws his Dwarven Longhammer and, together with his mount, launches a coordinated charge:
I reveal a random monster to determine difficulty to defeat Wenduag. It's a dire rat, so the DC is 8+1 = 9. Wenduag is defeated without rolling since I have 1d10+1d6+1d4+7 for my Melee combat roll.
Uliah's pride upon felling his foe is replaced by horror and fury as he notices that the mongrel has managed to stick his knife to his mount's leg. He preys to Sarenrae for wisdom and patience to avoid killing the man, as he hits him with his hammer once more, knocking him unconscious.
Uliah acts quickly and manages to neutralize the poison and stabilize his trusty mount, but the poison is strong and it will take it time to recover. He decides to leave his companion in the care of Amaryllis' surgeon friend while he carries on with his mission.
Burying Camel to close the location.
"Squire! I'll need another horse! And my armor! The young squire comes back with Uliah's spiked breastplate and...a golden retriever?
"I'm sorry sire. All other mounts were taken. Apparently, this one was meant for Ms. Amaryllis, sire." - said the youngster, clearly preoccupied with his results.
"That will have to do. Let's go!"
Hand: Blessing of the Gods 4, Retriever, Dwarven Longhammer, Blood Periapt, Spiked Breastplate,
Displayed:
Deck: 9 Discard: 2 Buried: 0
"Notes:
-Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
-If you need healing, I can heal 1 card a turn to someone in my location."
Mythic Charges: 2 Sideboard cards:
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
CHA Mythic bonus: +2
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Amaryllis-EmpTyger |

(During Uliah's turn)
Recharging Bracers of Protection to prevent 1 precombat damage
One of Wendaug's arrows almost hit Amaryllis, but her magic bracers deflected it. "I'm okay!" reassured the halfling.
Hand: Crown of Charisma, Cape of Escape, Good Omen,
Displayed:
Deck: 10 Discard: 1 Buried: 2
Notes: Good Omen available for +3 on closing checks or to acquire boons. Use without asking if for closing a location, ask otherwise.
Mythic Charges: 1
STR Mythic Bonus: +1
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 [X] +2 [] +3 [] +4
CHA Mythic Bonus: +1
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.
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
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
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.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
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 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.
Barrier 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
Barrier C
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 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 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.
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
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
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
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 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.
Spell 2
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Spell 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.
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.
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.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
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.
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.
Armor 2
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
7
Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
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
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.
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.
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 2
Traits
Object
Divine
Magic
Check
Wisdom
Divine
9
Powers
Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 2
Traits
Object
Check
Charisma
Diplomacy
9
Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
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
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
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
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 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
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 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
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 Athnul/Baerlie
Top of Blessing Discard Pile: Blessing of Abadar
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.
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
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
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
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
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 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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
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, Amaryllis, Uliah
Defender's Heart
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ramexes, Uliah, Athnul
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
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.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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 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 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
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
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.
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.
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.
Monster 2
Traits
Outsider
Check
Combat
15
Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
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.
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.
Weapon 1
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
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.
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 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.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1
Ally 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
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.
Armor 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

![]() |

Athnul evades the Arboreal blight by revealing BotG2.
Athnul moves to the Caverns to make sure it's clean but she spots somebody. A strange monkey-like creature lurks near the entrance. Athnul approaches stealthily and tries to kill it.
DC for combat check: random monster #1 has the same text, so picking random monster #2 which has a DC of 12; Discarding BotG2, recharging the Ring to add dice to my check.
Combat DC12: 1d6 + 3 + 1d10 + 3 + 1d6 ⇒ (4) + 3 + (2) + 3 + (6) = 18 success
trying to close the location, using Blessing of Gozreh
Str DC7: 1d6 + 1 + 2d6 ⇒ (4) + 1 + (1, 1) = 7 success
moving to: 1d4 ⇒ 4 Mongrel Village :/
resetting hand
Hand: Quarterstaff, Quartermaster, Blood Periapt, Kohl of Uncanny Discernment, Amulet of Mighty Fists,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +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.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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
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 2
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
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
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
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 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.
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 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 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.
Weapon C
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
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.
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
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
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 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
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.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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
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
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 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 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 2
Traits
Object
Divine
Magic
Check
Wisdom
Divine
9
Powers
Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
Item B
Traits
Liquid
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 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
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
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
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
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
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
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 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
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 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 Ramexes/Merisial
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
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
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
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
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 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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
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, Amaryllis, Uliah
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
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: Ramexes, Uliah,
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
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.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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 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 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
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
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.
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 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.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1
Located here: Athnul
Ally 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
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.
Armor 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

Ramexes 9251-4 |

Ramexes heads to the mongrel village and explores and finds that damm wolf is following him. It appears to be contolled by some animal trainer who tries to set it on Ramexes who slips away
Discards top card of deck a blessing of ascension discards boatswain to explore and finds an apprentice on a riding horse
diplomacy 7: 1d10 + 4 ⇒ (4) + 4 = 8
Ramexes aids him and his recalcitrant mount and he agrees to help
buries boatswain for another explore and finds a helmet under a shiny shield
charisma 8: 1d10 + 2 ⇒ (3) + 2 = 5
Fails discards grizzled mercenary and finds a constrictor snake
combat 11: 2d8 + 5 ⇒ (2, 6) + 5 = 13
Examines location and finds the villain. Ends his turn and resets hand
Hand: BotGods 2, Find traps, Apprentice, Benevolent buckler, Repelling Pike +1,
Displayed:
Deck: 11 Discard: 2 Buried: 5
Notes: Blessing available
Mythic Charges: 1 Sideboard cards:
STR Mythic Bonus: +1
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
CHA Mythic Bonus: +1
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).
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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
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 2
Traits
Outsider
Check
Combat
15
Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
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 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier 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
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 2
Traits
Trap
Mental
Magic
Check
Wisdom
12
OR
Knowledge
10
Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
Barrier B
Traits
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.
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
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
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
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 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.
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 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
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
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
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.
Armor 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
7
Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
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
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 B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
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.
Item 1
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
9
Powers
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
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
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 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 C
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.
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.
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
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.
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.
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
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
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: 7 Nyctessa/Agent Eclipse
Top of Blessing Discard Pile: Blessing of Abraxas
Blessing C
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.
Blessings Remaining: 21
Blessings Deck
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
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 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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
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, Amaryllis, Uliah
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
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.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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 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 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
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
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.
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 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.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Athnul, Ramexes
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

![]() |

During Uliah's Turn: Recharged Grave Tender.
Move to and Explore Gray Garrison Card 1: Scale Mail
Scale Mail
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.
Constitution 4: 1d4 ⇒ 4 Success! Acquired.
Display (Discard EoT) Mastiff to draw: BoTAD 1 & 2.
Recharge BoTAD 1 to Explore Gray Garrison Card 2: Carrion Golem.
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.
BYA: Discard Shadow Barbs from top of deck.
Discard Life Drain. Mythic Power (1 Charge). Banish Fiendish Tree.
Combat 14: 1d20 + 2 + 2 + 2 + 2d4 + 1d4 ⇒ (11) + 2 + 2 + 2 + (4, 1) + (2) = 24 Success! Carrion Golem Acquired!
Arcane 9: 1d10 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9 Success! Life Drain Recharged.
Blessing of Baphomet shuffled into deck by Life Drain.
Discard Hungry Ghost Monk to Explore Gray Garrison Card 3: Demonic Fly.
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.
Reveal Hungering Staff. Banish Carrion Golem.
Combat 13: 1d10 + 2 + 2 + 1 + 1d6 + 2 + 1d4 ⇒ (5) + 2 + 2 + 1 + (4) + 2 + (4) = 20 Success! Demonic Fly Acquired.
After witnessing an intense struggle to finish the denizens of the cells Nyctessa quietly left after Uliah tended to her wounds. She expected the holy power to burn her wounds but something...or someone twisted the magic to serve its purpose.
"The Worldwound twists even the most holy of powers at times. Thank you."
That Carrion Golem would have made for a powerful pawn in my search. Perhaps the garrison will house some new minions?
And with that thought she swept across the land with her new hound at her side. Upon reaching the garrison she strode in without fear and found the entry way abandoned along with some left behind armor she hefted onto the mastiff. Her exploration found her entering yet another courtyard and this time rather than a tree it revealed what remained of the garrison soldiers...who were rotting in a humongous pile at the courtyard's center. She stepped forward to search for viable corpses to raise but instead the whole pile reached up into the sky as a mass of moaning corpses.
"Yet again one of your kind looks to deprive me of minions. NO!" she yelled out as her mythical powers once again rose to overcome the monsters defenses. Her spell wove verdant tendrils around her arms that reached out ripping the remaining life force from the mass of corpses. Without the souls to fuel the construct it began to fall apart but Nyctessa instead imparted her own magic to stitch it together under her control.
Not moments later a massive demonic fly that had been feasting on the negative energies crawled from around its back. Thinking quickly she forced the golem apart...the pieces falling down and crushing the fly.
"Not quite what I wanted but you will have to do. At least you can get a good view of the area...now GO!" she adds to her new flying minion.
She rests a moment while it seeks out something of interest.
End Turn. Reset Hand.
Hand: Demonic Fly, Hungering Staff, Black Spot, Scale Mail, Blessing of The Archdevils 2, Unshakable Chill,
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Black Spot available. Blessing available for powerful boons or closing.
Mythic Charges: 1 Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [ ] +3 [ ] +4
INT Mythic Bonus: +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
CHA Mythic Bonus: +1
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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
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
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
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.
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 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 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
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
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 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 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.
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.
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
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
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
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.
Spell B
Traits
Magic
Divine
Mental
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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
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 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.
Item C
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
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 2
Traits
Liquid
Temptation
Corrupted
Mythic
Check
Intelligence
Craft
Knowledge
10
Powers
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item C
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
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.
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 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.
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
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
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 8 Amaryllis/EmpTyger
Top of Blessing Discard Pile: Blessing of Iomedae
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.
Blessings Remaining: 20
Blessings Deck
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 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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
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
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
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.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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 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 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
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Athnul, Ramexes
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

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Hand Update from 1 Acid Damage: Discarded Scale Mail.
Hand: Demonic Fly, Hungering Staff, Black Spot, Bracers of Protection, Blessing of The Archdevils 2, Unshakable Chill,
Displayed:
Deck: 6 Discard: 7 Buried: 0
Notes: Black Spot available. Blessing available for powerful boons or closing.
Mythic Charges: 1 Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [ ] +3 [ ] +4
INT Mythic Bonus: +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
CHA Mythic Bonus: +1
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Amaryllis-EmpTyger |

Moving to Citadel
Exploring Citadel 1: Longspear
Longspear Strength 5: 1d6 + 1 ⇒ (4) + 1 = 5
Longspear is acquired
Amaryllis wasted no time. She bravely sprung up and ran to the citadel, arming herself with a spear.
Ending turn. Using Citadel to search for and draw Surgeon. Recharging Surgeon to cure Turtle
The surgeon Glissa went to the supplies to restock on healing potions, and gave Amaryllis one. “Thanks!” said the halfling, back at full health.
Hand: Crown of Charisma, Good Omen, Cape of Escape, Longspear, Frostbite, Force Missile,
Displayed:
Deck: 9 Discard: 0 Buried: 2
Notes: Good Omen available for +3 to acquire a boon or close a location without asking. Use Cape of Escape without asking if necessary to move Amaryllis to cover a location for tempclosing.
Mythic Charges: 1
STR Mythic Bonus: +1
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 [X] +2 [] +3 [] +4
CHA Mythic Bonus: +1
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.
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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
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
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
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.
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 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 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
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
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 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 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.
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.
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
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
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
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.
Spell B
Traits
Magic
Divine
Mental
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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
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 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.
Item C
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
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 2
Traits
Liquid
Temptation
Corrupted
Mythic
Check
Intelligence
Craft
Knowledge
10
Powers
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item C
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
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.
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 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.
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
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
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 9 Uliah/Akaitora
Top of Blessing Discard Pile: Blessing of Shax
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.
Blessings Remaining: 19
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
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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
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
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
Located here: Amaryllis
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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 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 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
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Athnul, Ramexes
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

Uliah, Warpriest |

Uliah enters a room that seems to have been being used as a Torture Chamber. He whispers a prayer before entering to strengthen his resolve. He is horrified to find a veritable Demonic Horde inside.
Random character to summon Blood Demon: 1d5 ⇒ 3 --Nyctessa
Random character to summon Blood Demon: 1d5 ⇒ 1 --Athnul
Random character to summon Blood Demon: 1d5 ⇒ 4 --Amaryllis
Random character to summon Blood Demon: 1d5 ⇒ 4 --Amaryllis
Random character to summon Blood Demon: 1d5 ⇒ 5 --Uliah
He tries to contain the demons, but all of them escape except for one. He will have to trust his companions to contain the fiends. For now, he focuses on the matter at hand and draws his Dwarven Longhammer.
Blood Demon
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
Combat Melee DC 17: 1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 2 + 1 ⇒ (1) + 3 + (1) + 1 + (3) + 1 + 2 + 1 = 13
He swings his hammer at the demon as it approaches, but it deftly dodges out of the way. Before it can reach Uliah, however, he manages to get another swing in discard Dwarven Longhammer to re-roll combat check.
Combat Melee DC 17: 1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 2 + 1 ⇒ (1) + 3 + (3) + 1 + (1) + 1 + 2 + 1 = 13
I've been having some awful luck for a while now! Alright, damage is increased by 1d4.
Increased Combat Damage: 1d4 ⇒ 4
As previously noted...sigh. Burying my armor to prevent all damage.
The demon parries and dodges every one of Uliah's swings. Eventually, the demon takes advantage of an opening and deals a powerful blow to Uliah. Thanks to his armor, the blow only takes his breath away, but the armor is now bent out of shape and can't be used. When Uliah looks up, the demon is gone and his hammer's shaft has been broken in two pieces.
He hopes for his companions to fare better than he did.
I'm sorry everyone, the demonic horde is already a lost cause. If you can avoid the demons, do so. Otherwise, let's try to not go crazy trying to defeat these guys as the barrier will not be defeated anyway. That being said, feel free to use my blessing to improve your chances or mitigate damage.
Hand: Blessing of the Gods 4, Retriever, Blood Periapt,
Displayed:
Deck: 9 Discard: 2 Buried: 2
"Notes:
-Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
-If you need healing, I can heal 1 card a turn to someone in my location."
Mythic Charges: 2 Sideboard cards:
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
CHA Mythic bonus: +2
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Ramexes 9251-4 |

”Demons? Where?”
”Oh” he says seeing two converge on Amarylis
my BotG is available

Amaryllis-EmpTyger |

(During Uliah's turn)
"2 Blood demons! I will defend the citadel!" Amaryllis charged out to meet the demons in battle.
Summoning Blood Demon
Allow attack spells against Blood Demon Arcane 9: 1d12 + 5 ⇒ (5) + 5 = 10
Using Force Missile
Blood Demon Combat 17: 1d12 + 2d4 + 5 ⇒ (6) + (3, 1) + 5 = 15
Burying Crown of Charisma to reroll
Blood Demon Combat 17: 1d12 + 2d4 + 5 ⇒ (10) + (3, 2) + 5 = 20
Blood Demon is banished
Recharge Force Missile Arcane 6: 1d12 + 5 ⇒ (1) + 5 = 6
Force Missile is recharged
Amaryllis fired a flurry of magic missiles, but the first demon withstood her assault! It struck at her, but luckily the demon's weapon got tangled up by her crown. As the demon tried to disentangle its weapon, Amaryllis fired another volley of magic missiles, felling her foe.
Summoning Blood Demon. Burying Cape of Escape to evade and move to Mongrel Village. Blood Demon is banished.
The second blood demon snarled and charged at the halfling. Amaryllis stood her ground before the citadel wall. The demon rushed headlong at her, but then at the last minute the sorcerer vanished! The demon was unable to stop itself and smashed against the unyielding citadel wall.
Amaryllis popped up at the Mongrel Village. "Don't worry Ramexes!" said the halfling cheerily. "I'm okay! I may be small, but I can take care of myself!" She paused. "Well, except when it comes to those awful carrion golems. Give me 2 demons and a fiendish tree any day of the week, instead of those terrible constructs!"
Hand: Good Omen, Longspear, Frostbite,
Displayed:
Deck: 10 Discard: 0 Buried: 4
Notes: Use Good Omen for +3 to acquire a boon or close a location without asking.
Mythic Charges: 1
STR Mythic Bonus: +1
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 [X] +2 [] +3 [] +4
CHA Mythic Bonus: +1
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.
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

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Nyctessa hears the demonic howls ring out in the direction Uliah headed. She shakes her head wondering if the poor fool had survived but it wasn't longer before one of the bloodied demons was rushing her way.
She points her staff in its direction and calls out.
"So! Your kind has taken to willingly seeking me out to serve?"
Bury Hungering Staff.
Combat 17: 1d10 + 2 + 2 + 1 + 1d6 + 2 ⇒ (9) + 2 + 2 + 1 + (3) + 2 = 19 Success! Blood Demon Acquired.
Hand: Demonic Fly D1, Blood Demon D2, Black Spot, Bracers of Protection, Blessing of The Archdevils 2, Unshakable Chill,
Displayed:
Deck: 6 Discard: 7 Buried: 1
Notes: Black Spot available. Blessing available for powerful boons or closing.
Mythic Charges: 1 Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [ ] +3 [ ] +4
INT Mythic Bonus: +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
CHA Mythic Bonus: +1
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

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Athnul faces the Daemon with fear.
revealing amulet, recharging quartermaster to add wisdom modifier and 1d4
Combat DC17: 1d6 + 3 + 1d10 + 2 + 1d4 ⇒ (3) + 3 + (7) + 2 + (2) = 17 success
Hand: Quarterstaff, Blood Periapt, Kohl of Uncanny Discernment, Amulet of Mighty Fists,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +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.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Uliah, Warpriest |

Knowing that the blood demon that attacked him is out there and that there could be more, Uliah decides to proceed with caution, taking as much times as necessary.
Hand: Blessing of the Gods 4, Retriever, Cold Iron Greatsword, Blood Periapt, Camel,
Displayed:
Deck: 7 Discard: 2 Buried: 2
"Notes:
-Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
-If you need healing, I can heal 1 card a turn to someone in my location."
Mythic Charges: 2 Sideboard cards:
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
CHA Mythic bonus: +2
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster B
Traits
Animal
Aquatic
Elite
Check
Combat
13
Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
Monster C
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
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
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 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.
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 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
Barrier 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier 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 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
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.
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 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
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 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
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
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 2
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are 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 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 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 2
Traits
Object
Divine
Magic
Check
Wisdom
Divine
9
Powers
Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
Item 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
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
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 2
Traits
Minotaur
Hireling
Elite
Check
Banish a
weapon
0
Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
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 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
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
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.
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
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
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: 10 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: 18
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
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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
Located here: Amaryllis
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Uliah
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
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
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 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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
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 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Athnul, Ramexes
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

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After defeating the daemon which just appeared in front of her, Athnul carefully moves through the village. Suddenly a strange looking monster appears from behind a corner.
The card says each character may choose to recharg his hand. I'll do that and hopefully draw some blessings.
Hand: Blessing of the Gods, Turtle, Athlete, Snake, Blessing of the Gods 1,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +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.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.
pausing my turn to see what everybody else does

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reverting hand
Hand: Quarterstaff, Blood Periapt, Kohl of Uncanny Discernment, Amulet of Mighty Fists,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +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.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.
moving to Gray Garrison
Athnul feels that there's something not right and leaves the area. She moves to the Garrison to meet Nyctessa. On the way she stumbles across a weapon on the ground. "This seems a good weapon, but it's too heavy for me to carry."
can't acquire it with a 1d6, don't have any blessings and I don't want to waste yours
resetting hand
Hand: Quarterstaff, Blood Periapt, Kohl of Uncanny Discernment, Amulet of Mighty Fists, Blessing of the Gods 5,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +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.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
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 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
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
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.
Barrier 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to 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 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.
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
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 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.
Weapon 1
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
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
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.
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 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
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.
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 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.
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
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
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 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
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 2
Traits
Object
Check
Charisma
Diplomacy
9
Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Item 2
Traits
Wand
Attack
Divine
Magic
Check
Wisdom
Divine
10
Powers
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
Item 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 2
Traits
Minotaur
Hireling
Elite
Check
Banish a
weapon
0
Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
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 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
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
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.
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
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.
Turn: 11 Ramexes/Merisial
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: 17
Blessings Deck
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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
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.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Monster C
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Uliah
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
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
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 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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
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 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa, Athnul
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Athnul, Ramexes, Amaryllis
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

Ramexes 9251-4 |

Ramexes heads for the citadel
he explores and finds some magic armour
con 5: 1d8 ⇒ 2
He buries grizzled mercenary to explore again and encounters a druid
He asks his apprentice to help him recruit the druid
divine 7: 1d10 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8
Having recruited the druid he sends him on ahead he encountes a blackwing librarian
diplomacy 8: 1d10 + 4 ⇒ (7) + 4 = 11
The librarian agrees to join Ramexes
Buries druid to explore again and finds a mongrel traitor
check to defeat is 14 recharging find traps and showing him his pike
combat 14: 3d8 + 6 ⇒ (2, 5, 6) + 6 = 19
Having defeated the mongrel he attempts to close the location
recharging blessing and revealing pike again
combat 13: 3d8 + 6 ⇒ (4, 3, 6) + 6 = 19
Hand: Blessing of deskari, Amulet of life, Blackwing libraian, Benevolent buckler, Repelling Pike +1, Apprentice 2,
Displayed:
Deck: 11 Discard: 1 Buried: 7
Notes: Blessing available
Mythic Charges: 1 Sideboard cards:
STR Mythic Bonus: +1
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
CHA Mythic Bonus: +1
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).
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
Citadel closed

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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 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.
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.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
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 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier 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.
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 2
Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite
Check
Strength
Melee
9
Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
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 C
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 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
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.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8
Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
Spell 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
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 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
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
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 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.
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are 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
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
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 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
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.
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
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
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 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
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
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
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.
Turn: 12 Nyctessa/Agent Eclipse
Top of Blessing Discard Pile: Blessing of Abraxas
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.
Blessings Remaining: 16
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
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location:
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: Ramexes
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Uliah
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
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
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 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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
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 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa, Athnul
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.
Monster C
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
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Athnul, Amaryllis
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

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Explore Gray Garrison Card 1: Lightning Touch.
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.
Arcane 4: 1d10 + 2 + 2 + 1 ⇒ (9) + 2 + 2 + 1 = 14 Success! Acquired.
Discard BoTAD 2 to Explore Gray Garrison Card 2: Worm Demon.
Monster C
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.
Discard Unshakable Chill. Banish Demonic Fly.
Combat 10: 1d10 + 2 + 2 + 1 + 1d6 + 1d4 ⇒ (5) + 2 + 2 + 1 + (3) + (4) = 17 Success! Worm Demon Acquired.
Arcane 8: 1d10 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7 Failure!
End Turn. Reset Hand.
Hand: Worm Demon DC, Blood Demon D2, Black Spot, Bracers of Protection, Blessing of The Archdevils 1, Lightning Touch,
Displayed:
Deck: 5 Discard: 9 Buried: 1
Notes: Black Spot available. Blessing available for powerful boons or closing.
Mythic Charges: 1 Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [ ] +3 [ ] +4
INT Mythic Bonus: +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
CHA Mythic Bonus: +1
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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
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
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 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.
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 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
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
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 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.
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 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.
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
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 1
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
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.
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
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.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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
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
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
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 2
Traits
Object
Check
Charisma
Diplomacy
9
Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Item 1
Traits
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.
Item 2
Traits
Object
Divine
Magic
Check
Wisdom
Divine
9
Powers
Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
Item B
Traits
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 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
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.
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
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 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.
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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.
Turn: 13 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: 15
Blessings Deck
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location:
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: Ramexes
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Uliah
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
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
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 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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
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 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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa, Athnul
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Athnul, Amaryllis
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

Amaryllis-EmpTyger |

Moving to Torture Chamber
Amaryllis, like Athnul and Ramexes, decided to surround the village rather than charging right in. She went to the torture chamber.
Exploring Torture Chamber 1: Mongrel Wizard. Random Monster 1: Incubus has difficulty 15
Discarding Good Omen for 1 Acid precheck damage. Displaying and using Frostbite
Mongrel Wizard Combat 15: 1d12 + 1d6 + 5 ⇒ (7) + (1) + 5 = 13
Burying Longspear to reroll
Mongrel Wizard Combat 15: 1d12 + 1d6 + 5 ⇒ (1) + (6) + 5 = 12
Mongrel Wizard is shuffled into Torture Pit. Amaryllis has no cards in hand to discard to damage.
Recharging Frostbite Arcane 7: 1d12 + 5 ⇒ (10) + 5 = 15
Frostbite is recharged
A mongrel incubus was outside. He saw Amaryllis approach and ambushed her with an acid bolt. "Eek!" she said, dropping her lucky charm. She quickly responded with a frost spell, but the wizard shook off the damage. In response he slung a magically guided stone at her, but Amaryllis deflected it with her new spear, which shattered from the impact. The halfling cast another frost spell in response, but the mongrel resisted the spell. The mongrel tried a fire bolt, but it was too glancing a blow to do any damage to Amaryllis.
At that point, both the wizard and the sorcerer each retreated, calling for reinforcements.
Ending turn. Resetting hand. Discarding Blessing of the Gods as Blessing of Ascension to gain a mythic change.
Recharging Good Omen Arcane 8: 1d12 + 6 ⇒ (7) + 6 = 13
Good Omen is recharged
As she ran for cover, Amaryllis scooped up her dropped lucky charm. She felt a little more mythic for surviving this battle of spells.
Hand: Mirror Image, Frost Ray, Bracers of Protection, Lightning Touch, Blessing of the Gods 3,
Displayed:
Deck: 6 Discard: 1 Buried: 5
Notes: Blessing of the Gods available, but ask first.
Mythic Charges: 2
STR Mythic Bonus: +2
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 [X] +2 [] +3 [] +4
CHA Mythic Bonus: +2
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.
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
Torture Chamber needs to be shuffled.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
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
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
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 C
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
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 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier B
Traits
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 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
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
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
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.
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.
Spell C
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 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 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 2
Traits
Magic
Arcane
Divine
Attack
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8
Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
Spell 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
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.
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 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 2
Traits
Heavy Armor
Magic
Healing
Check
Constitution
Fortitude
8
Powers
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 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
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 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
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
9
Powers
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Item C
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
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
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.
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
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 2
Traits
Minotaur
Hireling
Elite
Check
Banish a
weapon
0
Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
Ally 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
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.
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
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
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.
Turn: 14 Uliah/Akaitora
Top of Blessing Discard Pile: Blessing of Shax
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.
Blessings Remaining: 14
Blessings Deck
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.
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location:
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: Ramexes
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Uliah, Amaryllis
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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 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.
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.
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.
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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa, Athnul
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.
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.

Uliah, Warpriest |

Uliah leaves the torture chamber in Amaryllis' capable hands, warning her of the Demonic Horde that lies within. He arrives at the Gray Garrison where he meets with Athnul.
Found a Spiked Pit Trap. I use my BoTGs and hope for the best!
Wisdom DC 9: 2d10 + 1 ⇒ (3, 4) + 1 = 8
Uliah is distracted and walks both himself and Athnul into a Spiked Pit Trap:
Combat Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Uliah would have been gravely wounded if it weren't for his Blood Periapt.
Recharge DC 6: 1d6 ⇒ 3
Athnul, you have to take 1d4+1 damage and the Grass Garrison is shuffled. I'm sorry everyone. That was not very helpful.
Hand: Blessing of the Gods 4, Retriever, Cold Iron Greatsword, Blessing of the Gods 3, Camel,
Displayed:
Deck: 6 Discard: 3 Buried: 2
"Notes:
-Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
-If you need healing, I can heal 1 card a turn to someone in my location."
Mythic Charges: 2 Sideboard cards:
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
CHA Mythic bonus: +2
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

BR redeux |

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules
text applies only to that character, and as if its checked medals
are those listed on that character’s Chronicle sheet.
Henchman Monster 2
Traits
Outsider
Demon
Servitor
Check
Combat
17
Powers
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
During This Scenario: When you fail to acquire an ally, discard the top card of the
blessings deck.
After closing 1 location, summon and build the location Mongrel
Village and shuffle the villain Gangrel Fiendsplicer into its location deck.
To win the scenario, defeat and corner Gangrel Fiendsplicer.
COHORT:
Cohort 2
Traits
Human
Aristocrat
Paladin
Mendevian
Check
0
Powers
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
18
Powers
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.
Monster 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 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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 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.
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
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
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.
Barrier 2
Traits
Trap
Mental
Magic
Check
Wisdom
12
OR
Knowledge
10
Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
Barrier 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Weapon 1
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
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 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
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
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 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
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 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.
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.
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 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
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 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.
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
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 2
Traits
Wand
Attack
Divine
Magic
Check
Wisdom
Divine
10
Powers
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
Item 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
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 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.
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
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
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 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
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.
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
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
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
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
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: 15 Athnul/Baerlie
Top of Blessing Discard Pile: Blessing of Torag
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.
Blessings Remaining: 13
Blessings Deck
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
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 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 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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
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.
Cell
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Defender's Heart
At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Citadel
At This Location:
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: Ramexes
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 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 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.
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.
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.
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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monster that have the Cultist trait by characters at any location is decreased by 2.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa, Athnul, Uliah
Monster 2
Traits
Half-Elf
Cultist
Ranger
Check
Combat
14
Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
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.
Henchman Monster 1
Traits
Mongrel
Soldier
Check
Combat
0
Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Villain Monster 2
Traits
Mongrel
Demon
Wizard
Check
Combat
THEN
Combat
Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.
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.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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.
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.
Athnul, you have to take 1d4+1 combat damage from Uliah's turn

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1d4 + 1 ⇒ (1) + 1 = 2
discarding kohl and quarterstaff
Athnul searches the area around the garrison when suddenly she spots an archer.
Wisdom DC9: 1d10 + 2 ⇒ (7) + 2 = 9 success
She spots the guy early enough to dodge an arrow flying towards her. She moves up to the guy and attacks.
now the hard part
discarding BotG, recharging blood periapt to add wisdom skill, adding mythic charges (not sure if this is possible on a combat check, even if it's strength), revealing amulet
Combat DC14: 1d6 + 3 + 2 + 1d6 + 1d10 + 2 + 1d4 ⇒ (3) + 3 + 2 + (2) + (6) + 2 + (2) = 20 success, -2 if I can't add mythic stuff
resetting hand
Hand: Turtle, Blessing of the Gods 3, Blessing of the Gods 1, Amulet of Mighty Fists, Blessing of the Gods 4,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +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.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Ramexes 9251-4 |

Ramexes flips a blessing of baphomet and considers moving to the mongrel village
Blessing of Baphomet
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.
And Ramexes current hand
Hand: Blessing of deskari, Amulet of life, Blackwing libraian, Benevolent buckler, Repelling Pike +1, Apprentice 2,
Displayed:
Deck: 11 Discard: 1 Buried: 7
Notes: Blessing available
Mythic Charges: 1 Sideboard cards:
STR Mythic Bonus: +1
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
CHA Mythic Bonus: +1
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).
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Ramexes 9251-4 |

Ramexes explores and finds the gangrel fiendsplicer
BYA mental damage (no recharge): 1d4 - 1 ⇒ (2) - 1 = 1
Discards Blackwing Librarian
First combat vs his berbalang side
Ramexes discards blessing of Deskari and reveals pike dc18 odds 96%
combat 18: 4d8 + 8 ⇒ (4, 3, 7, 1) + 8 = 23
Second combat vs ghost form using just pike dc 12 odds 84%
combat 12: 2d8 + 6 ⇒ (2, 4) + 6 = 12
I may have asked for blessings on that final check If i had correctly remembered the pike is a discard to evade not a discard to reroll check
End of turn
Hand: Corroded helm, Amulet of life, BoAbadar, Benevolent buckler, Repelling Pike +1, Apprentice 2,
Displayed:
Deck: 9 Discard: 3 Buried: 7
Notes: Blessing available
Mythic Charges: 1 Sideboard cards:
SKILLS AND POWERS
STRENGTH d8 [A1]+1 []+2 []+3STR Mythic Bonus: +1
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
CHA Mythic Bonus: +1
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).
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Amaryllis-EmpTyger |

(During Ramexes’s turn, after the Gray Garrison tempclosing checks)
Tempclosing Torture Chamber: Everyone takes 1 mental damage that cannot be reduced.
Discarding Mirror Image to damage.
Amaryllis saw the horror of what was happening in the torture chamber, and felt sick inside. But it hardened her resolve. “I’m not letting that evil mongrel get in here!”
Hand: Frost Ray, Bracers of Protection, Lightning Touch, Blessing of the Gods 3,
Displayed:
Deck: 6 Discard: 2 Buried: 5
Notes: Blessing of the Gods available. Use as necessary.
Mythic Charges: 2
STR Mythic Bonus: +2
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 [X] +2 [] +3 [] +4
CHA Mythic Bonus: +2
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.
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
Everyone must take 1 mental damage that may not be reduced (after the Gray Garrison tempclosing checks).

Uliah, Warpriest |

Alright...that's a lot of cultists of Deskari to defeat but we will find a way.
The gray garrison is suddenly full of Cultists of Deskari. Uliah channels some Mythic Power towards his trusty mount, inspiring Nyctessa who gets a Mythic charge.
For everyone's reference, here's the Cultist of Deskari's text:
Traits:
Human
Cleric
Cultist
Veteran
Type:
Monster
Check to Defeat:
10
Powers:
The difficulty of checks to defeat the Cultist of Desakri is increased by twice the scenario's adventure deck number.
If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Uliah charges to battle on his trusty mount with his Cold Iron Greatsword:
Combat DC 14: 1d20 + 2d6 + 1d4 + 6 ⇒ (4) + (2, 4) + (3) + 6 = 19
Defeated! Nyctessa, you are getting a Mythic Charge from me. This should bring you back up to 2. Everyone, I have 2 BotGs available for these checks. Use them if you need to.
Hand: Blessing of the Gods 4, Retriever, Cold Iron Greatsword, Blessing of the Gods 3, Camel,
Displayed:
Deck: 6 Discard: 3 Buried: 2
"Notes:
-Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
-If you need healing, I can heal 1 card a turn to someone in my location."
Mythic Charges: 1 Sideboard cards:
STR Mythic bonus: +1
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +3
CHARISMA d8 []+1 []+2 []+3 []+4
CHA Mythic bonus: +1
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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

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Set Aside Lightning Touch. Banish Worm Demon.
Combat 14: 1d10 + 2 + 2 + 2 + 2d4 + 1d4 ⇒ (7) + 2 + 2 + 2 + (3, 2) + (1) = 19 Success! Cultist of Deskari acquired.
Arcane 6: 1d10 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8 Success! Lightning Touch Recharged.
Hand: Cultist of Deskari D, Blood Demon D2, Black Spot, Bracers of Protection, Blessing of The Archdevils 1,
Displayed:
Deck: 6 Discard: 9 Buried: 1
Notes: Black Spot available. Blessing available for powerful boons or closing.
Mythic Charges: 2 Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [ ] +3 [ ] +4
INT Mythic Bonus: +2
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2
CHA Mythic Bonus: +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.
<Power 3>
<Power 4>
<Power 5>
Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

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discarding BotG1 for the mental damage
attempting to defeat the cultist, recharging Turtle to add wisdom, revealing amulet
Combat DC14: 1d6 + 3 + 1d10 + 1d4 ⇒ (2) + 3 + (10) + (3) = 18 cool

BR redeux |

Development:.
Gangrel Fiendsplicer shall splice fiends no more! You’ve
beaten the demon mongrels back to their holes, and
Gundrun is once again a free city—for the nonce, anyway. The de
facto leader of the community, Clanleige Martolls Clefthorn, has
pledged his small battalion of barbarian warriors to your efforts.
“If this Herald is but half of what you describe,” he says, “then he
is far more than we have ever seen on Gundrun’s cobblestones.”
You can assure him that his warriors shall return heroes in
the war against the Abyss. Henceforth, the Battle of Raliscrad
shall be known as the turning point in the tumultuous history
of the Worldwound.
Your army is taking shape! As the sun sets, you and your
fellow crusaders can rest. On the morrow, there shall be war!
Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Banner of Valor. At the end of each scenario, return the loot to the game box.
Characters completing the first scenario at their tier gain one skill feat.
Loot Item 2
Traits
Object
Magic
Iomedae
Check
0
Powers
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.
Deck Upgrades:
Weapon B Longspear
Spell B Lightning Touch
Armor B Corroded Helm
Armor B Scale Mail
Ally 2 Scribe
Ally 2 Druid of the Storm
Ally 1 Lann
Ally B Apprentice
Ally B Blackwing Librarian
Ally B Frilled Lizard
Ally C Mastiff

Uliah, Warpriest |

For my skill feat, I'll be taking another point in Wisdom. I will post my choice of deck upgrade when I come home later today, but I know that I will be adding Ultimate Magic to Uliah's deck box.

Ramexes 9251-4 |

Skill feat is another point in strength
ally 1 (Druid of the flame): 1d1000 ⇒ 913

Uliah, Warpriest |

I don't know what has been happening, but my posts are not showing up sometimes. Anyways, here are my deck upgrade choices again:
Ally 2: 1d1000 ⇒ 756
Spell B: 1d1000 ⇒ 485
Armor B: 1d1000 ⇒ 958