[ACG] [OutPost I] Cartmanbeck's Season of the Righteous Adventure 1: Herald's Chosen (Inactive)

Game Master cartmanbeck

Herald's Chosen: Scenario 1-2A: The Frogs
The current scenario's adventure deck number is: 1

Wenduag:
Wenduag
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.

Mongrel Traitor:
Mongrel Traitor
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.

Gangrel Fiendsplicer:
Gangrel Fiendsplicer
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.


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Silver Crusade RPG Superstar 2014 Top 16

elcoderdude wrote:
Also, asking because I'm a little dense: will we play all of AD1, and stop there? Or will we play until April 30, when Outpost ends? Or what, exactly?

We'll play approximately until OutPost ends, which means we definitely could get through more than just adventure 1.

Also, your maths are mind-blowing. LOL

I'll get the next scenario up ASAP, as I don't need to wait for the other two to choose their upgrades to get us started.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 2
Spoiler:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 3
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

Monster 4
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

Monster 5
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Random Barriers:
Barrier 1
Spoiler:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Barrier 2
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Barrier 3
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Barrier 5
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 3
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Bolas
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 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
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
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the 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 or Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spell 4
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

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 or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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 all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Armor 4
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
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 Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Flame Staff
Item C

Traits
Staff
Attack
Fire
Magic
Basic

Check
Arcane
Divine
4

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Item 3
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 5
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 3
Spoiler:
Fire Gecko
Ally B

Traits
Animal
Elemental
Fire

Check
Wisdom
Survival
4

Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

Ally 4
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessing 3
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your 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 4
Spoiler:
Blessing of Nethys
Blessing B

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 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Befouled Altar
Traits: Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:

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:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 ?:

Silver Crusade RPG Superstar 2014 Top 16

Do you all want to use the same turn order, or reroll?


Male

My vote is keep the same turn order.

While I like varying turn order from scenario to scenario, in any given scenario I forget the turn order (usually more than once), and I have to search back through the thread to find it. Not a problem with 1 scenario/thread, but a hassle in this format.

Rando, do you want to team up at Defender's Heart? You could slay the bad guys while I feed you explores (is the plan). (*And* you could fight the Demonlings that come to eat the allies I hand you...)


Male

CMB -- the lists of random stuff in the scenario post is really helpful.
One thought: are you pulling out stuff as we use it? Like if I grab a blessing, do you knock it off the Random Blessing list?
(I could pull the DB out to check for a mechanism, but I'm being lazy.)


Male

I'd like the Cohort Sosiel Vaenic.
Deni & Eliandra (our Divine characters) are a more natural fit, perhaps, but neither typically fights with Divine, and:
-- I have Perception d8+3 -- Sosiel's Perception boost helps me vs Demonlings.
-- I have 9 Divine cards.
-- I'll probably need healing eventually.
-- I've the biggest hand.

Silver Crusade

I’m fine with you having him, Robert.

I’ll start at the Family Tomb.

Hand: Cure, Vulture, Frilled Lizard, Crow
Deck: 11 Discard: 0 Buried: 0
Displayed: Python Notes:

Skills & Powers:
SKILLS
STRENGTH
d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
.Melee: Strength +2
DEXTERITY d6 [ ]+1  [ ]+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3  
INTELLIGENCE d4 [ ]+1   
WISDOM d8 [x]+1 [ ]+2 [ ]+3
.Divine: Wisdom +3
.Survival: Wisdom +2 
CHARISMA d4 [ ]+1 [ ]+2

POWERS HAND SIZE 4 [ ] 5 [ ] 6   
PROFICIENT WITH Light Armors  [ ] Heavy Armors  Weapons
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.

For your combat check, you may reveal a card that has the Animal trait to use your Survival skill +1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.

[ ] Add 1d4 to your check that invokes the Animal trait.
FAVORED CARD ALLY or SPELL

 

Silver Crusade RPG Superstar 2014 Top 16

I do generally try to pull stuff out as it gets acquired through mechanisms such as that. Sometimes I might forget. It involves pulling the card from the "specific card" section, putting it in a location, then opening that location and clicking "acquired".


Male

Dang. We need to make that one-click.

Liberty's Edge

Alright, sorry for the delay. First, I'll choose weapon, and roll for my reward

Spoiler:
1. Dwarven Clawhammer
2. Gallivance
3. Scimitar +1
4. Sword Cane
5. Djinni Quarterstaff

1d5 ⇒ 1 Dwarven Clawhammer. Not especially useful. Since that wasn't great, my first choice of an upgrade would be the weapon 1, with the armor as my second choice.

I'll be taking the Strength feat for now, though I will also probably start taking Charisma feats after I get my first power feat.

Robert, sure, I'll join you at Defeneder's Heart to start. I'll wait to post my starting hand until after I find out if I'm getting a weapon or an armor. I'm fine with keeping the same order, or rolling. It doesn't really matter to me.

I think that's everything for now.


M Human Computer Geek 12

I don't know what Deni wants but one of you should take the Weapon 1. I'll take an Armor (1 or B, depending).

I'll start at the Armory with plans to move to more combat-intensive locations if my draw allows.


Male

To move things along, I think we should say the upgrades from acquired cards is:
Taken:
Item B - Alase/Robert
Armor 1 - Angban/Parody
Blessing B - Yoon/Tomehound
Spell C - Korundo/Eliandra
Weapon 1 - Crowe/Rando

Still to choose:
Uliah/Deni
Available:
Armor B
Ally B


Male

Let's keep turn order from last time, as I proposed that with no objections from 3 others:
Yoon/Tomehound
Uliah/Sebriel
Angban/Parody
Alase/Robert
Korundo/Eliandra
Crowe/Rando


Sorry for the delay. Okay, I randomly drew Dwarven Longhammer +1 while away from the computer this weekend. There were two witnesses, but if you would all prefer me to roll it on here CMB, let me know. Either way, I am fine with Rando taking the weapon 1.

I will start at the Cathedral, and I took a Wisdom feat since I am Divine.

Uliah wrote:

Hand: Strength, Magic Weapon, Tussah Silk Coat, Riding Horse, Recruit,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
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
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient With Light Armors Heavy Armors Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.


Male

I'll start at Defender's Heart.

Hand: Call Blessing (from Spell or Blessing)

Alase wrote:

Blessing of the Gods 2, Sage's Journal, Blackwing Librarian, Blessing of the Gods 3, Enchanted Fang, Stalking Armor, Sosiel Vaenic

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Use a blessing. I plan to explore just once & I'm over hand size

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.

Sosiel Vaenic:
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

On the first player's turn, I display Tonbarse at Defender's Heart.


Alrightly then, I'll start out at the Marketplace, unless there are any objections.

Yoon wrote:

Hand: Force Missile, Possession, Gom-Gom, Sign of the Pack, Sign of the Lantern Bearer

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Liberty's Edge

Thanks for the weapon everyone. As previously established, I'm starting at Defender's Heart. Here's my opening hand:

Crowe wrote:

Hand: Spellcharger Jerkin, Scale Mail, Explorer's Staff, Blessing of the Gods 3, Scimitar +1,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.


Whoops. Took a blessing duplicate and didn't differentiate it in the deck handler.

Hand update:

Yoon wrote:

Hand: Force Missile, Possession, Gom-Gom, Sign of the Pack 1, Sign of the Lantern Bearer

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: I have two blessings if people need 'em. One is a recharge for any check against a blessing, another is a recharge for any check against armor - so, I guess... please try to use them for those things?
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 1 Angban/Parody

Top of Blessing Discard Pile: Blessing of Abraxas

Top Blessing:
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: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Alase)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 3 Crowe)
Spoiler:
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 Deck Card 3 (Turn 4 Korundo)
Spoiler:
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 Deck Card 4 (Turn 5 Angban)
Spoiler:
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 Deck Card 5 (Turn 6 Alase)
Spoiler:
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 Deck Card 6 (Turn 7 Crowe)
Spoiler:
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 Deck Card 7 (Turn 8 Korundo)
Spoiler:
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 Deck Card 8 (Turn 9 Angban)
Spoiler:
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 Deck Card 9 (Turn 10 Alase)
Spoiler:
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 Deck Card 10 (Turn 11 Crowe)
Spoiler:
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 Deck Card 11 (Turn 12 Korundo)
Spoiler:
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 Deck Card 12 (Turn 13 Angban)
Spoiler:
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 Deck Card 13 (Turn 14 Alase)
Spoiler:
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.

Blessings Deck Card 14 (Turn 15 Crowe)
Spoiler:
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 Deck Card 15 (Turn 16 Korundo)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 16 (Turn 17 Angban)
Spoiler:
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 Deck Card 17 (Turn 18 Alase)
Spoiler:
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 Deck Card 18 (Turn 19 Crowe)
Spoiler:
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 Deck Card 19 (Turn 20 Korundo)
Spoiler:
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 Deck Card 20 (Turn 21 Angban)
Spoiler:
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 Deck Card 21 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 22 (Turn 23 Crowe)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 24 Korundo)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 24 (Turn 25 Angban)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 25 (Turn 26 Alase)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 26 (Turn 27 Crowe)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 27 (Turn 28 Korundo)
Spoiler:
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 Deck Card 28 (Turn 29 Angban)
Spoiler:
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 Deck Card 29 (Turn 30 Alase)
Spoiler:
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.

Befouled Altar
Traits: Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1

Befouled Altar Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

Powers
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.

Befouled Altar Card 2:
Blessing of Abadar
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.

Befouled Altar Card 3:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Befouled Altar Card 4:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Befouled Altar Card 5:
Caravan Guard
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.

Befouled Altar Card 6:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Befouled Altar Card 7:
Explosive Runes
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.

Befouled Altar Card 8:
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.

Befouled Altar Card 9:
Mandragora
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.

Befouled Altar Card 10:
Giant Fly
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.

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:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 2:
Wreacker Demon
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.

Defender's Heart Card 3:
Cambion
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.

Defender's Heart Card 4:
Quadnys Orlun
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.

Defender's Heart Card 5:
Mongrel Ranger
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.

Defender's Heart Card 6:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 7:
Blackwing Librarian
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.

Defender's Heart Card 8:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Defender's Heart Card 9:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 10:
Cave Viper
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Mace
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.

Marketplace Card 2:
Archer's Bracers
Item B

Traits
Accessory
Magic
Elite

Check
Dexterity
Ranged
7

Powers
Reveal this card to add 2 to your Ranged combat check.

Marketplace Card 3:
Almanac
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.

Marketplace Card 4:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Marketplace Card 5:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 6:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 7:
Demon Hunter
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.

Marketplace Card 8:
Spellcaster's Shield
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.

Marketplace Card 9:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 10:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1
Located here: Angban/Parody

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:1

Temple of Iomedae Card 1:
Riding Horse
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.

Temple of Iomedae Card 2:
Cure
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.

Temple of Iomedae Card 3:
Sagacity
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.

Temple of Iomedae Card 4:
Composite Bow
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.

Temple of Iomedae Card 5:
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.

Temple of Iomedae Card 6:
Researcher
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.

Temple of Iomedae Card 7:
Helm
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.

Temple of Iomedae Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 9:
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.

Temple of Iomedae Card 10:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Helm
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.

Family Tomb Card 2:
Wreacker Demon
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.

Family Tomb Card 3:
Horn of Battle Clarity
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.

Family Tomb Card 4:
Temptation of Invincibility
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.

Family Tomb Card 5:
Dire Rat
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Fireblade
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.

Family Tomb Card 8:
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.

Family Tomb Card 9:
Sickle
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.

Family Tomb Card 10:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 ?:1
Located here: Uliah/Deni

Cathedral of St. Clydwell Card 1:
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.

Cathedral of St. Clydwell Card 2:
Kimroth Otai
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.

Cathedral of St. Clydwell Card 3:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 4:
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.

Cathedral of St. Clydwell Card 5:
Detect Demon
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Blessing of Iomedae
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.

Cathedral of St. Clydwell Card 8:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 9:
Cambion
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.

Cathedral of St. Clydwell Card 10:
Blessing of Shelyn
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.


1 person marked this as a favorite.
M Human Computer Geek 12

It looks like we lost two players in the Blessings order. :(

Yoon/Tomehound should be up.

Angban wrote:

Hand: Arquebus, Crowbar, Pistol, Blessing of the Gods 3

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d8 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2

Favored Card: Weapon or Armor
Hand Size: 4 [ ] 5
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 ([ ] 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait ([ ] or a buried armor).
[ ] Gain the skill CRAFT: INTELLIGENCE +3.

Silver Crusade RPG Superstar 2014 Top 16

Sorry about that, ignore above post, here's the fixed first post:

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 1 Yoon/Tomehound

Top of Blessing Discard Pile: Blessing of Abraxas

Top Blessing:
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: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Uliah)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 3 Angban)
Spoiler:
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 Deck Card 3 (Turn 4 Alase)
Spoiler:
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 Deck Card 4 (Turn 5 Korundo)
Spoiler:
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 Deck Card 5 (Turn 6 Crowe)
Spoiler:
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 Deck Card 6 (Turn 7 Yoon)
Spoiler:
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 Deck Card 7 (Turn 8 Uliah)
Spoiler:
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 Deck Card 8 (Turn 9 Angban)
Spoiler:
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 Deck Card 9 (Turn 10 Alase)
Spoiler:
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 Deck Card 10 (Turn 11 Korundo)
Spoiler:
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 Deck Card 11 (Turn 12 Crowe)
Spoiler:
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 Deck Card 12 (Turn 13 Yoon)
Spoiler:
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 Deck Card 13 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 14 (Turn 15 Angban)
Spoiler:
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 Deck Card 15 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 16 (Turn 17 Korundo)
Spoiler:
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 Deck Card 17 (Turn 18 Crowe)
Spoiler:
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 Deck Card 18 (Turn 19 Yoon)
Spoiler:
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 Deck Card 19 (Turn 20 Uliah)
Spoiler:
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 Deck Card 20 (Turn 21 Angban)
Spoiler:
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 Deck Card 21 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 22 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 24 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 25 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 26 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 27 (Turn 28 Alase)
Spoiler:
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 Deck Card 28 (Turn 29 Korundo)
Spoiler:
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 Deck Card 29 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
Traits: Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1

Befouled Altar Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

Powers
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.

Befouled Altar Card 2:
Blessing of Abadar
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.

Befouled Altar Card 3:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Befouled Altar Card 4:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Befouled Altar Card 5:
Caravan Guard
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.

Befouled Altar Card 6:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Befouled Altar Card 7:
Explosive Runes
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.

Befouled Altar Card 8:
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.

Befouled Altar Card 9:
Mandragora
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.

Befouled Altar Card 10:
Giant Fly
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.

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:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 2:
Wreacker Demon
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.

Defender's Heart Card 3:
Cambion
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.

Defender's Heart Card 4:
Quadnys Orlun
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.

Defender's Heart Card 5:
Mongrel Ranger
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.

Defender's Heart Card 6:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 7:
Blackwing Librarian
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.

Defender's Heart Card 8:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Defender's Heart Card 9:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 10:
Cave Viper
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Mace
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.

Marketplace Card 2:
Archer's Bracers
Item B

Traits
Accessory
Magic
Elite

Check
Dexterity
Ranged
7

Powers
Reveal this card to add 2 to your Ranged combat check.

Marketplace Card 3:
Almanac
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.

Marketplace Card 4:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Marketplace Card 5:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 6:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 7:
Demon Hunter
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.

Marketplace Card 8:
Spellcaster's Shield
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.

Marketplace Card 9:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 10:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1
Located here: Angban/Parody

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:1

Temple of Iomedae Card 1:
Riding Horse
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.

Temple of Iomedae Card 2:
Cure
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.

Temple of Iomedae Card 3:
Sagacity
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.

Temple of Iomedae Card 4:
Composite Bow
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.

Temple of Iomedae Card 5:
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.

Temple of Iomedae Card 6:
Researcher
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.

Temple of Iomedae Card 7:
Helm
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.

Temple of Iomedae Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 9:
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.

Temple of Iomedae Card 10:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Helm
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.

Family Tomb Card 2:
Wreacker Demon
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.

Family Tomb Card 3:
Horn of Battle Clarity
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.

Family Tomb Card 4:
Temptation of Invincibility
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.

Family Tomb Card 5:
Dire Rat
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Fireblade
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.

Family Tomb Card 8:
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.

Family Tomb Card 9:
Sickle
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.

Family Tomb Card 10:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 ?:1
Located here: Uliah/Deni

Cathedral of St. Clydwell Card 1:
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.

Cathedral of St. Clydwell Card 2:
Kimroth Otai
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.

Cathedral of St. Clydwell Card 3:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 4:
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.

Cathedral of St. Clydwell Card 5:
Detect Demon
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Blessing of Iomedae
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.

Cathedral of St. Clydwell Card 8:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 9:
Cambion
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.

Cathedral of St. Clydwell Card 10:
Blessing of Shelyn
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.


Okey-dokey!

Let's kick this thing off!

First, the top of the blessings deck is Blessing of Abraxas, which might be helpful in a really tight spot, I suppose.

1st explore is... Mace, which, thanks to the Marketplace, I can add 1 + AD to my check to acquire

Strength/Melee 4: 1d4 + 2 ⇒ (3) + 2 = 5

Woo! Yoon starts off strong! /pun

Keeping in mind that multiple explores are a good idea, and the fact that I don't have all that much in the way of allies anyway, I discard my Sign of the Lantern Bearer to explore again.

2nd explore is... Archer's Bracers (an item, not an armor, so I can't recharge my Sign of the Lantern Bearer, unfortunately)

Dexterity/Ranged 7: 1d10 + 2 ⇒ (4) + 2 = 6

Ugh, just missed it. Oh well...

Going to explore one more time, discarding my Sign of the Pack as I do so.

3rd explore is... Almanac. It's an item 1, which isn't bad... but the Intelligence/Knowledge 7 check is going to be hard to make. Still, 1d6 + 2 is better than nothing. Then again, those upgrades do tempt... I'd almost want to take one of Robert's offered blessings, but since I'm only the first turn, and haven't fought anything, I think I'm going to leave that for others in future tight spots rather than take it for an item 1 that we may well find later anyway. So... here goes nothing!

Intelligence/Knowledge 7: 1d6 + 2 ⇒ (4) + 2 = 6

Ugh again! Keep missing by one. Is it possible that the Paizo forums are offended by glorious, glorious puns? Surely not!

Anyway, my turn is over - got three explores in, didn't acquire much, though.

Yoon wrote:

Hand: Mace, Force Missile, Possession, Mind Thrust, Gom-Gom

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

EDIT: Words were ungood.


Okay, here goes.
My blessing is Blessing of Sarenrae

I explore.
It is a Blessing of Abadar

I can't fail a Divine 5, but to keep in practice of dice rolls...

Divine 5: 1d10 + 4 ⇒ (5) + 4 = 9

I got it! Since I acquired a blessing at this location, I will look at the top of Family Tomb.... it is a Helm, so I do not banish it.

Okay, let's try to send out the recruit. Do I accidentally bury him?

1d6 ⇒ 6

I do not! He explores for me and finds
Kimroth Otai

This is an ally 1, so let's hope I get it.

Diplomacy 7: 1d8 + 2 ⇒ (6) + 2 = 8

I made a new friend. Does he/she want to explore for me?

1d6 ⇒ 3

Yay, Kimroth explores, adding 1d4 to my checks to acquire boons.

He finds the villain. Tancred Desimire

I cannot make the Intelligence Knowledge 7 check with my D6, so the villain is automatically evaded and is shuffled back into my location deck.

I will end my turn here since using a blessing to explore again when I may just find the villain after CMB shuffles the deck, seems less than ideal.

I will move away from Cathedral on my next turn to help close other locations and we can come back and begin facing the villain when we are more prepared. Any suggestions on where Uliah should go?


Uliah wrote:

Hand: Strength, Magic Weapon, Tussah Silk Coat, Riding Horse, Blessing of Abadar,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
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
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient With Light Armors Heavy Armors Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.

Sovereign Court

2 people marked this as a favorite.
Female Human Investigator (Empiricist) 1

Don’t kill Tancred Desimire! He’s my friend!


Male

Deni -- nice.

There are 3 blessings at the Temple of Iomedae, which you're one of the best to try to grab.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 3 Angban/Parody

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 Alase)
Spoiler:
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 Deck Card 2 (Turn 5 Korundo)
Spoiler:
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 Deck Card 3 (Turn 6 Crowe)
Spoiler:
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 Deck Card 4 (Turn 7 Yoon)
Spoiler:
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 Deck Card 5 (Turn 8 Uliah)
Spoiler:
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 Deck Card 6 (Turn 9 Angban)
Spoiler:
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 Deck Card 7 (Turn 10 Alase)
Spoiler:
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 Deck Card 8 (Turn 11 Korundo)
Spoiler:
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 Deck Card 9 (Turn 12 Crowe)
Spoiler:
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 Deck Card 10 (Turn 13 Yoon)
Spoiler:
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 Deck Card 11 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 12 (Turn 15 Angban)
Spoiler:
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 Deck Card 13 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 14 (Turn 17 Korundo)
Spoiler:
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 Deck Card 15 (Turn 18 Crowe)
Spoiler:
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 Deck Card 16 (Turn 19 Yoon)
Spoiler:
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 Deck Card 17 (Turn 20 Uliah)
Spoiler:
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 Deck Card 18 (Turn 21 Angban)
Spoiler:
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 Deck Card 19 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 20 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 23 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 24 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 25 (Turn 28 Alase)
Spoiler:
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 Deck Card 26 (Turn 29 Korundo)
Spoiler:
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 Deck Card 27 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
Traits: Abyssal
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1

Befouled Altar Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

Powers
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
If defated, you may immediately attempt to close the location this henchman came from.

Befouled Altar Card 2:
Blessing of Abadar
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.

Befouled Altar Card 3:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Befouled Altar Card 4:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Befouled Altar Card 5:
Caravan Guard
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.

Befouled Altar Card 6:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Befouled Altar Card 7:
Explosive Runes
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.

Befouled Altar Card 8:
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.

Befouled Altar Card 9:
Mandragora
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.

Befouled Altar Card 10:
Giant Fly
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.

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:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 2:
Wreacker Demon
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.

Defender's Heart Card 3:
Cambion
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.

Defender's Heart Card 4:
Quadnys Orlun
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.

Defender's Heart Card 5:
Mongrel Ranger
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.

Defender's Heart Card 6:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 7:
Blackwing Librarian
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.

Defender's Heart Card 8:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Defender's Heart Card 9:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 10:
Cave Viper
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Marketplace Card 2:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 3:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 4:
Demon Hunter
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.

Marketplace Card 5:
Spellcaster's Shield
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.

Marketplace Card 6:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 7:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1
Located here: Angban/Parody

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:1

Temple of Iomedae Card 1:
Riding Horse
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.

Temple of Iomedae Card 2:
Cure
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.

Temple of Iomedae Card 3:
Sagacity
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.

Temple of Iomedae Card 4:
Composite Bow
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.

Temple of Iomedae Card 5:
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.

Temple of Iomedae Card 6:
Researcher
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.

Temple of Iomedae Card 7:
Helm
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.

Temple of Iomedae Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 9:
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.

Temple of Iomedae Card 10:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Helm
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.

Family Tomb Card 2:
Wreacker Demon
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.

Family Tomb Card 3:
Horn of Battle Clarity
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.

Family Tomb Card 4:
Temptation of Invincibility
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.

Family Tomb Card 5:
Dire Rat
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Fireblade
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.

Family Tomb Card 8:
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.

Family Tomb Card 9:
Sickle
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.

Family Tomb Card 10:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: Uliah/Deni

Cathedral of St. Clydwell Card 1:
Cambion
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.

Cathedral of St. Clydwell Card 2:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 3:
Blessing of Shelyn
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.

Cathedral of St. Clydwell Card 4:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 5:
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Detect Demon
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.

Cathedral of St. Clydwell Card 8:
Blessing of Iomedae
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.


M Human Computer Geek 12

My turn! Today's Blessing is a Blessing of Ascension. Since I'm loaded for bear, I'm going to move to the Befouled Altar and explore there.

It's a Blackfire Adept. Potential triple combat. Let's hope one of my guns survives!

Step 1: Demonling. I can't make the Perception check, so it's an 11. I'm going to use my Pistol and one of Alase's Blessings, hoping to keep the Pistol for later.

Combat 11 vs. Demonling: 1d8 + 1 + 3 + 1d6 + 1d8 ⇒ (1) + 1 + 3 + (6) + (4) = 15 One down!

Pistol Jam Check (1 or 2): 1d12 ⇒ 1 ::sigh:: Of course.

Step 2: Blackfire Adept. Also Combat 11. I'll use my own Blessing and not bury the Arquebus:

Combat 11 vs. Adept: 1d8 + 1 + 3 + 1d6 + 1d8 ⇒ (4) + 1 + 3 + (3) + (8) = 19

Arquebus Jam Check (1 or 2): 1d12 ⇒ 5 Thank goodness something works around here.

Step 3: Cultist of Baphomet, third Combat 11. Before I act, I discard the Crowbar for damage. I'll bury my Arquebus for this one.

Combat 11 vs. Cultist: 1d8 + 1 + 3 + 1d8 + 1d10 ⇒ (2) + 1 + 3 + (3) + (5) = 14 Good enough!

When Permanently Closed I bury the Blessing of the Gods in my discard pile. That's enough for this turn, I think. Arquebus gets recharged from my buried cards and I draw back up.

Angban wrote:

Hand: Pistol, Blessing of the Gods 1, Wheellock Pistol 1, Laboratory Coat

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes: The Blessing is available, though I'd like to keep it for explores.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d8 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2

Favored Card: Weapon or Armor (Weapon)
Hand Size: 4 [ ] 5
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 ([ ] 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait ([ ] or a buried armor).
[ ] Gain the skill CRAFT: INTELLIGENCE +3.


Male

Cool! Chadturn! We're really cruising here.

<HAND UPDATE PRIOR TO TURN>
Discard BoG for Angban.

Alase wrote:

Sage's Journal, Blackwing Librarian, Blessing of the Gods 3, Enchanted Fang, Stalking Armor

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.

Sosiel Vaenic:
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

Alase and Tonbarse at Defender's Heart.
I debated the wisdom of this, but I'll call Tonbarse to me to tell me the top card of this location:
Elven Chain Shirt, Armor 1.
Defender's Heart shuffles.

Display Tonbarse at Defender's Heart.

Explore:
Card: 1d10 ⇒ 10

Cave Viper.
BYA he bites me for 1 Poison Damage. Discard Sage's Journal for that.
Sic 'em, Tonbarse:
Combat 8: 1d10 + 4 ⇒ (5) + 4 = 9
Defeated Cave Viper.
Tad lucky there.

End turn: Call Tonbarse to me to scout the location again:
Card: 1d9 ⇒ 1
Kind of funny.
Defender Heart shuffles again.

Draw up:

Alase wrote:

Sosiel Vaenic, Blessing of the Gods 1, Blackwing Librarian, Blessing of the Gods 3, Enchanted Fang, Stalking Armor, Sosiel Vaenic

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.

Sosiel Vaenic:
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

At the start of Eliandra's turn:
I display Tonbarse at Defender's Heart.
OK, Rando, let's make this support thing happen:
-- When you encounter a bane, I can hand you a card. I suggest the Blackwing Librarian first, which you can then use to explore. But after that, take a blessing
-- Alternatively, when you encounter a bane, you could recharge a card
-- When you attempt a check, I can recharge a blessing to play it on your check
-- Enchanted Fang adds d4+Magic to your unarmed strike (or, armed, if you play an Animal)
-- Sosiel is a heal if it gets to that point.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 3 Angban/Parody

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 Alase)
Spoiler:
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 Deck Card 2 (Turn 5 Korundo)
Spoiler:
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 Deck Card 3 (Turn 6 Crowe)
Spoiler:
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 Deck Card 4 (Turn 7 Yoon)
Spoiler:
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 Deck Card 5 (Turn 8 Uliah)
Spoiler:
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 Deck Card 6 (Turn 9 Angban)
Spoiler:
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 Deck Card 7 (Turn 10 Alase)
Spoiler:
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 Deck Card 8 (Turn 11 Korundo)
Spoiler:
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 Deck Card 9 (Turn 12 Crowe)
Spoiler:
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 Deck Card 10 (Turn 13 Yoon)
Spoiler:
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 Deck Card 11 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 12 (Turn 15 Angban)
Spoiler:
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 Deck Card 13 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 14 (Turn 17 Korundo)
Spoiler:
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 Deck Card 15 (Turn 18 Crowe)
Spoiler:
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 Deck Card 16 (Turn 19 Yoon)
Spoiler:
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 Deck Card 17 (Turn 20 Uliah)
Spoiler:
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 Deck Card 18 (Turn 21 Angban)
Spoiler:
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 Deck Card 19 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 20 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 23 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 24 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 25 (Turn 28 Alase)
Spoiler:
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 Deck Card 26 (Turn 29 Korundo)
Spoiler:
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 Deck Card 27 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
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: Angban/Parody

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:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Wreacker Demon
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.

Defender's Heart Card 2:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 3:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Defender's Heart Card 4:
Quadnys Orlun
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.

Defender's Heart Card 5:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 6:
Mongrel Ranger
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.

Defender's Heart Card 7:
Cambion
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.

Defender's Heart Card 8:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 9:
Blackwing Librarian
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Marketplace Card 2:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 3:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 4:
Demon Hunter
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.

Marketplace Card 5:
Spellcaster's Shield
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.

Marketplace Card 6:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 7:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:1

Temple of Iomedae Card 1:
Riding Horse
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.

Temple of Iomedae Card 2:
Cure
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.

Temple of Iomedae Card 3:
Sagacity
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.

Temple of Iomedae Card 4:
Composite Bow
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.

Temple of Iomedae Card 5:
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.

Temple of Iomedae Card 6:
Researcher
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.

Temple of Iomedae Card 7:
Helm
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.

Temple of Iomedae Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 9:
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.

Temple of Iomedae Card 10:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Helm
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.

Family Tomb Card 2:
Wreacker Demon
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.

Family Tomb Card 3:
Horn of Battle Clarity
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.

Family Tomb Card 4:
Temptation of Invincibility
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.

Family Tomb Card 5:
Dire Rat
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Fireblade
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.

Family Tomb Card 8:
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.

Family Tomb Card 9:
Sickle
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.

Family Tomb Card 10:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: Uliah/Deni

Cathedral of St. Clydwell Card 1:
Cambion
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.

Cathedral of St. Clydwell Card 2:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 3:
Blessing of Shelyn
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.

Cathedral of St. Clydwell Card 4:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 5:
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Detect Demon
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.

Cathedral of St. Clydwell Card 8:
Blessing of Iomedae
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.

Silver Crusade

Ugh, Paizo site has been blocked at work. Fortunately, I am well-versed in taking my turn on my phone.

Start of turn, I declare that I add 1d4 to my check that invokes the animal trait. I explore! It’s a helm. Assuming I displayed Python as I have on my sheet, I can’t fail to acquire. Crow to go again. IS it a Crow?

1d6 ⇒ 4 Nope!

The Wrecker demon comes in like a wrecking ball. Reveal frilled lizard.

Combat 14: 1d8 + 1d6 + 1d4 + 3 ⇒ (4) + (5) + (2) + 3 = 14

Good enough! My vulture wishes to explore... 1d6 ⇒ 2 But is a demonling. Go get him, Frilled lizard!

Combat 11: 1d8 + 1d6 + 1d4 + 3 ⇒ (1) + (2) + (1) + 3 = 7 SEVEN?!?! Well, I can recharge the helm, but that’s otherwise a hand wipe. With my cure gone. Thank the Ascension I guess for small hand sizes.

Hand: Compass, Bloodscent, Blessing of the Ancients, Animal Call
Deck: 7 Discard: 3 Buried: 1
Displayed: Python Notes:

Skills & Powers:
SKILLS
STRENGTH
d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
.Melee: Strength +2
DEXTERITY d6 [ ]+1  [ ]+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3  
INTELLIGENCE d4 [ ]+1   
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
.Divine: Wisdom +3
.Survival: Wisdom +2 
CHARISMA d4 [ ]+1 [ ]+2

POWERS HAND SIZE 4 [ ] 5 [ ] 6   
PROFICIENT WITH Light Armors  [ ] Heavy Armors  Weapons
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.

For your combat check, you may reveal a card that has the Animal trait to use your Survival skill +1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.

[ ] Add 1d4 to your check that invokes the Animal trait.
FAVORED CARD ALLY or SPELL

 

Start of Rando’s turn, I discard Animal Call to find Fox. Please don’t use Fox unless it’s a matter of life or death, cuz he’s my way to fight.

Hand: Compass, Bloodscent, Blessing of the Ancients, Fox
Deck: 6 Discard: 4 Buried: 1
Displayed: Python Notes:

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 4 Alase/Robert

Top of Blessing Discard Pile: Blessing of Deskari

Top Blessing:
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: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Korundo)
Spoiler:
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 Deck Card 2 (Turn 6 Crowe)
Spoiler:
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 Deck Card 3 (Turn 7 Yoon)
Spoiler:
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 Deck Card 4 (Turn 8 Uliah)
Spoiler:
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 Deck Card 5 (Turn 9 Angban)
Spoiler:
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 Deck Card 6 (Turn 10 Alase)
Spoiler:
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 Deck Card 7 (Turn 11 Korundo)
Spoiler:
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 Deck Card 8 (Turn 12 Crowe)
Spoiler:
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 Deck Card 9 (Turn 13 Yoon)
Spoiler:
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 Deck Card 10 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 11 (Turn 15 Angban)
Spoiler:
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 Deck Card 12 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 13 (Turn 17 Korundo)
Spoiler:
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 Deck Card 14 (Turn 18 Crowe)
Spoiler:
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 Deck Card 15 (Turn 19 Yoon)
Spoiler:
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 Deck Card 16 (Turn 20 Uliah)
Spoiler:
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 Deck Card 17 (Turn 21 Angban)
Spoiler:
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 Deck Card 18 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 19 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 21 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 24 (Turn 28 Alase)
Spoiler:
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 Deck Card 25 (Turn 29 Korundo)
Spoiler:
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 Deck Card 26 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
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: Angban/Parody

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:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Wreacker Demon
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.

Defender's Heart Card 2:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 3:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Defender's Heart Card 4:
Quadnys Orlun
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.

Defender's Heart Card 5:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 6:
Mongrel Ranger
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.

Defender's Heart Card 7:
Cambion
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.

Defender's Heart Card 8:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 9:
Blackwing Librarian
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Marketplace Card 2:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 3:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 4:
Demon Hunter
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.

Marketplace Card 5:
Spellcaster's Shield
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.

Marketplace Card 6:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 7:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:1

Temple of Iomedae Card 1:
Riding Horse
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.

Temple of Iomedae Card 2:
Cure
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.

Temple of Iomedae Card 3:
Sagacity
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.

Temple of Iomedae Card 4:
Composite Bow
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.

Temple of Iomedae Card 5:
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.

Temple of Iomedae Card 6:
Researcher
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.

Temple of Iomedae Card 7:
Helm
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.

Temple of Iomedae Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 9:
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.

Temple of Iomedae Card 10:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Horn of Battle Clarity
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.

Family Tomb Card 2:
Temptation of Invincibility
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.

Family Tomb Card 3:
Dire Rat
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.

Family Tomb Card 4:
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.

Family Tomb Card 5:
Fireblade
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Sickle
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.

Family Tomb Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: Uliah/Deni

Cathedral of St. Clydwell Card 1:
Cambion
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.

Cathedral of St. Clydwell Card 2:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 3:
Blessing of Shelyn
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.

Cathedral of St. Clydwell Card 4:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 5:
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Detect Demon
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.

Cathedral of St. Clydwell Card 8:
Blessing of Iomedae
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.


Male

Hey CMB -- can you help old folks like myself and note that the Villain is currently at the Cathedral?

Silver Crusade RPG Superstar 2014 Top 16

Done, will be on the next update.


Male

Sitting here, waiting and watching, finally noticing:

Hey - CMB -- you're lagging behind discarding blessings.

It says Turn 4, Alase -- it's really Turn 6, Crowe.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 6 Crowe/Rando

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
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
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Yoon)
Spoiler:
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 Deck Card 2 (Turn 8 Uliah)
Spoiler:
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 Deck Card 3 (Turn 9 Angban)
Spoiler:
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 Deck Card 4 (Turn 10 Alase)
Spoiler:
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 Deck Card 5 (Turn 11 Korundo)
Spoiler:
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 Deck Card 6 (Turn 12 Crowe)
Spoiler:
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 Deck Card 7 (Turn 13 Yoon)
Spoiler:
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 Deck Card 8 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 9 (Turn 15 Angban)
Spoiler:
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 Deck Card 10 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 11 (Turn 17 Korundo)
Spoiler:
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 Deck Card 12 (Turn 18 Crowe)
Spoiler:
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 Deck Card 13 (Turn 19 Yoon)
Spoiler:
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 Deck Card 14 (Turn 20 Uliah)
Spoiler:
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 Deck Card 15 (Turn 21 Angban)
Spoiler:
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 Deck Card 16 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 17 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 19 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 20 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 22 (Turn 28 Alase)
Spoiler:
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 Deck Card 23 (Turn 29 Korundo)
Spoiler:
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 Deck Card 24 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
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: Angban/Parody

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:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Wreacker Demon
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.

Defender's Heart Card 2:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 3:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Defender's Heart Card 4:
Quadnys Orlun
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.

Defender's Heart Card 5:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 6:
Mongrel Ranger
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.

Defender's Heart Card 7:
Cambion
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.

Defender's Heart Card 8:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 9:
Blackwing Librarian
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Marketplace Card 2:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 3:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 4:
Demon Hunter
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.

Marketplace Card 5:
Spellcaster's Shield
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.

Marketplace Card 6:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 7:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:1

Temple of Iomedae Card 1:
Riding Horse
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.

Temple of Iomedae Card 2:
Cure
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.

Temple of Iomedae Card 3:
Sagacity
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.

Temple of Iomedae Card 4:
Composite Bow
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.

Temple of Iomedae Card 5:
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.

Temple of Iomedae Card 6:
Researcher
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.

Temple of Iomedae Card 7:
Helm
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.

Temple of Iomedae Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 9:
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.

Temple of Iomedae Card 10:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Horn of Battle Clarity
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.

Family Tomb Card 2:
Temptation of Invincibility
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.

Family Tomb Card 3:
Dire Rat
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.

Family Tomb Card 4:
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.

Family Tomb Card 5:
Fireblade
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Sickle
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.

Family Tomb Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: Uliah/Deni, VILLAIN IS HERE!

Cathedral of St. Clydwell Card 1:
Cambion
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.

Cathedral of St. Clydwell Card 2:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 3:
Blessing of Shelyn
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.

Cathedral of St. Clydwell Card 4:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 5:
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Detect Demon
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.

Cathedral of St. Clydwell Card 8:
Blessing of Iomedae
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.

Liberty's Edge

Alright, let's get this party started. First explore at Defender's Heart. It's a Wrecker Demon. And it's misspelled to throw me off its scent. I'll take Robert's Blackwing Librarian, in accordance with the plan. Now, on to the fight. Luckily, I have this shiny new magic Scimitar. And, I'll take a recharged blessing from Robert, as well.

Combat 14: 2d10 + 2 + 1d6 + 1 ⇒ (4, 5) + 2 + (1) + 1 = 13

That's not how that was supposed to go. The Wrecker Demon gets shuffled back in. I'll recharge Scale Mail to reduce the damage, and I don't have an item in hand to lose to its power. I'll use the Blackwing Librarian to attempt to redeem myself with another explore. Or, at least, I'll attempt to.

scenario power: 1d6 ⇒ 5
card from location deck: 1d9 ⇒ 3

The librarian wasn't a secret demon, and it's a Force Shortbow +1, which is a nice upgrade, but also a Dex check to acquire. My dex is a d6, and it's a bit too early in the scenario for me to be throwing two blessings at a check to give myself a decent chance at it.
I'll just discard my blessing for an explore.

card from location: 1d9 ⇒ 6

It's a Mongrel Ranger. Luckily, a bunch of random monsters have been summoned. Monster 1 is a Worm Demon, which is a 10 to defeat. I'll take Robert's other blessing. Let's see if my scimitar will do me better this time.

Combat 10: 1d10 + 2 + 1d6 + 1 ⇒ (2) + 2 + (6) + 1 = 11

That'll do it. Now I'll use the blessing that I stole for one last explore.

card from location: 1d7 ⇒ 3

Quadnys Orlun. That's apparently a name. In one more scenario, when I get Arcane, this would be an easy check. As it is, I'll just roll my Charisma and hope.

Charisma 6: 1d8 ⇒ 6

Hey, I got them. That's an ally 1, which is pretty great. And also one more explore, unless it's actually a demon. Let's find out.

scenario power: 1d6 ⇒ 2
card from location: 1d6 ⇒ 5

Oh good, a Demonling in disguise. Guess that second die roll doesn't really matter. I'll fail the BYA check, and bloodrage and smite with my Explorer's Staff.

Combat 11: 1d10 + 2 + 1d6 + 1d10 ⇒ (7) + 2 + (3) + (7) = 19

Ok, now I'm out of explores. Time to end my turn.

Crowe wrote:

Hand: Spellcharger Jerkin, Blessing of the Gods 1, Lightning Touch, Hammer, Scimitar +1,

Displayed:
Deck: 8 Discard: 4 Buried: 2
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.


Tragically without additional explores, and blessed by Ascension, Yoon presses on!

It's a... Caltrop Bead.

Eh. Not exactly worth a lot of effort. I'll just roll Dexterity and see what comes of it.

Dexterity 6: 1d10 ⇒ 9

Huh. Well, that's a thing, I suppose. Aaand I totally forgot I could add 1+AD to checks to acquire boons here. Oh well. Got it anyway.

I don't have further explores, and I'm over hand size... truly the darkest of times. I suppose I'll discard the Mace I acquired last turn, along with Possession in the hopes that I can draw back up some explores without discarding too much of my combat ability (spells).

Ah, good. I have an ally to explore with next turn. Whoopie!

And that's my turn.

Yoon wrote:

Hand: Force Missile, Mind Thrust, Gom-Gom, Caltrop Beads, Kami Medium,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 8 Uliah/Deni

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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: 22
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 9 Angban)
Spoiler:
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 Deck Card 2 (Turn 10 Alase)
Spoiler:
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 Deck Card 3 (Turn 11 Korundo)
Spoiler:
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 Deck Card 4 (Turn 12 Crowe)
Spoiler:
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 Deck Card 5 (Turn 13 Yoon)
Spoiler:
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 Deck Card 6 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 7 (Turn 15 Angban)
Spoiler:
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 Deck Card 8 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 9 (Turn 17 Korundo)
Spoiler:
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 Deck Card 10 (Turn 18 Crowe)
Spoiler:
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 Deck Card 11 (Turn 19 Yoon)
Spoiler:
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 Deck Card 12 (Turn 20 Uliah)
Spoiler:
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 Deck Card 13 (Turn 21 Angban)
Spoiler:
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 Deck Card 14 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 15 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 17 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 18 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 28 Alase)
Spoiler:
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 Deck Card 21 (Turn 29 Korundo)
Spoiler:
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 Deck Card 22 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
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: Angban/Parody

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:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Wreacker Demon
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.

Defender's Heart Card 2:
Cambion
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.

Defender's Heart Card 3:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 4:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 5:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 6:
Blackwing Librarian
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 2:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 3:
Demon Hunter
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.

Marketplace Card 4:
Spellcaster's Shield
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.

Marketplace Card 5:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 6:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:0 Al:2 Bl:3 ?:1

Temple of Iomedae Card 1:
Riding Horse
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.

Temple of Iomedae Card 2:
Cure
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.

Temple of Iomedae Card 3:
Sagacity
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.

Temple of Iomedae Card 4:
Composite Bow
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.

Temple of Iomedae Card 5:
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.

Temple of Iomedae Card 6:
Researcher
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.

Temple of Iomedae Card 7:
Helm
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.

Temple of Iomedae Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 9:
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.

Temple of Iomedae Card 10:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Horn of Battle Clarity
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.

Family Tomb Card 2:
Temptation of Invincibility
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.

Family Tomb Card 3:
Dire Rat
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.

Family Tomb Card 4:
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.

Family Tomb Card 5:
Fireblade
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Sickle
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.

Family Tomb Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: Uliah/Deni, VILLAIN IS HERE!

Cathedral of St. Clydwell Card 1:
Cambion
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.

Cathedral of St. Clydwell Card 2:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 3:
Blessing of Shelyn
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.

Cathedral of St. Clydwell Card 4:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 5:
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Detect Demon
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.

Cathedral of St. Clydwell Card 8:
Blessing of Iomedae
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.


Male

@Rando: Three cards cleared, not bad!
Bummer with the Demon. AD1 is when we really miss those die bumps.

<OUT OF TURN HAND UPDATE>

Alase wrote:

Sosiel Vaenic, Enchanted Fang, Stalking Armor

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.

Sosiel Vaenic:
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.


Male

Deni, I was hoping to go to Manor House when I'm no more use to Rando at Defender's Heart. I'd appreciate it if you could take Temple of Iomedae (if you want). Consider (if possible) holding back a blessing to recharge for 2d8 on the Char 7 closing check.


Okay,
So I flip of my blessing and it is Blessing of Ascension. I will move to Temple of Iomedae and recharge Magic Weapon to randomly recharge Recruit from my discard pile.

And here we go.
Oh look, it is another Mount.... Riding Horse. Let's see what happens.

Wisdom 7: 1d10 + 1 ⇒ (1) + 1 = 2

Apparently my Horse doesn't want to share me and tries to take a bite out of this horse, causing him to flee. Well, that is no fun.

I am going to take a risk and use my blessing to explore again.

It is a cure. With 1d10+4 and revealing my horse to get a 1d4, I can't fail a Divine 6 check, so Hello Cure. .

So, for deck mobility, I am going to use the cure, which will shuffle to two cards in my discard pile and then try to recharge the cure

Divine 8: 1d10 + 1d4 + 4 ⇒ (7) + (2) + 4 = 13

Okay. That worked. I will end my turn and draw back up.

Uliah wrote:

Hand: Strength, Recruit, Tussah Silk Coat, Riding Horse, Blessing of the Gods 3,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
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
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient With Light Armors Heavy Armors Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Peryton
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 3
Spoiler:
Pitborn Scoundrel
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 4
Spoiler:
Crocodile
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 5
Spoiler:
Worm Demon
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.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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 2
Spoiler:
Baleful Shadows
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 3
Spoiler:
Explosive Runes
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 4
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 5
Spoiler:
Demonic Horde
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.

Random Weapons:
Weapon 1
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Shortbow
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
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 2
Spoiler:
Life Drain
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 3
Spoiler:
Fiery Glare
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 4
Spoiler:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Skitter
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Steel Shield
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 4
Spoiler:
Wooden Shield
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 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 2
Spoiler:
Mist Horn
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 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4
Spoiler:
Blood Periapt
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 5
Spoiler:
Ring of Climbing
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Flame
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 2
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 3
Spoiler:
Recruit
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 4
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 5
Spoiler:
Vulture
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Shax
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 5
Spoiler:
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.

Turn: 9 Angban/Parody

Top of Blessing Discard Pile: Blessing of Abraxas

Top Blessing:
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: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Alase)
Spoiler:
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 Deck Card 2 (Turn 11 Korundo)
Spoiler:
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 Deck Card 3 (Turn 12 Crowe)
Spoiler:
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 Deck Card 4 (Turn 13 Yoon)
Spoiler:
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 Deck Card 5 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 6 (Turn 15 Angban)
Spoiler:
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 Deck Card 7 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 8 (Turn 17 Korundo)
Spoiler:
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 Deck Card 9 (Turn 18 Crowe)
Spoiler:
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 Deck Card 10 (Turn 19 Yoon)
Spoiler:
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 Deck Card 11 (Turn 20 Uliah)
Spoiler:
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 Deck Card 12 (Turn 21 Angban)
Spoiler:
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 Deck Card 13 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 14 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 16 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 17 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 28 Alase)
Spoiler:
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 Deck Card 20 (Turn 29 Korundo)
Spoiler:
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 Deck Card 21 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
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: Angban/Parody

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:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Wreacker Demon
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.

Defender's Heart Card 2:
Cambion
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.

Defender's Heart Card 3:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 4:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 5:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 6:
Blackwing Librarian
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 2:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 3:
Demon Hunter
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.

Marketplace Card 4:
Spellcaster's Shield
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.

Marketplace Card 5:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 6:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:3 ?:1
Located here: Uliah/Deni,

Temple of Iomedae Card 1:
Sagacity
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.

Temple of Iomedae Card 2:
Composite Bow
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.

Temple of Iomedae Card 3:
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.

Temple of Iomedae Card 4:
Researcher
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.

Temple of Iomedae Card 5:
Helm
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.

Temple of Iomedae Card 6:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 7:
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.

Temple of Iomedae Card 8:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra

Family Tomb Card 1:
Horn of Battle Clarity
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.

Family Tomb Card 2:
Temptation of Invincibility
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.

Family Tomb Card 3:
Dire Rat
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.

Family Tomb Card 4:
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.

Family Tomb Card 5:
Fireblade
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.

Family Tomb Card 6:
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.

Family Tomb Card 7:
Sickle
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.

Family Tomb Card 8:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: VILLAIN IS HERE!

Cathedral of St. Clydwell Card 1:
Cambion
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.

Cathedral of St. Clydwell Card 2:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 3:
Blessing of Shelyn
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.

Cathedral of St. Clydwell Card 4:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 5:
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Detect Demon
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.

Cathedral of St. Clydwell Card 8:
Blessing of Iomedae
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.


M Human Computer Geek 12

Yay, Cure!

On to my turn. Flipping the Destiny Blessings pile reveals a Blessing of Abraxas.

I'm still set up to fight, but I definitely don't want to go to Allytown. I think I'll join Korundo at the Family Tomb and hopefully not get us both killed.

Poking around the graves reveals a Horn of Battle Clarity. Looks helpful. Let's see if I can play it:

Ranged 7: 1d8 + 1 + 3 ⇒ (7) + 1 + 3 = 11 Doot doo doo doot doo doo doooo!

I'll discard my Blessing to go again. Today's Barrier is a Temptation of Invincibility offering Scale Mail, Leather Armor, and a Steel Shield. Honestly, we found a lot of Armor last adventure and I'm still enjoying my fancy new coat, so I'm going to pass.

I don't have a Hireling or Soldier in my deck and I'm holding a gun that lets you help with combats here, so I discard the Horn and draw to replace it.

Angban wrote:

Hand: Pistol, Hide Armor, Wheellock Pistol 1, Laboratory Coat

Displayed:
Deck: 8 Discard: 3 Buried: 1
Notes: Wheellock Pistol can give 1d4 to someone else's Combat at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d8 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2

Favored Card: Weapon or Armor
Hand Size: 4 [ ] 5
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 ([ ] 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait ([ ] or a buried armor).
[ ] Gain the skill CRAFT: INTELLIGENCE +3.

Silver Crusade RPG Superstar 2014 Top 16

Random cards at top of post updated.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
Mandragora
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
Spoiler:
Giant Fly
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 3
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Monster 4
Spoiler:
Carrion Golem
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.

Monster 5
Spoiler:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
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
Spoiler:
Rallying Cry
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 3
Spoiler:
Temptation of Attraction
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 4
Spoiler:
Corrupted Crusaders
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 5
Spoiler:
Corrupted Crusaders
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.

Random Weapons:
Weapon 1
Spoiler:
Longsword
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 2
Spoiler:
Hand Crossbow
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 3
Spoiler:
Glaive +1
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 4
Spoiler:
Quarterstaff
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 5
Spoiler:
Hand Crossbow
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.

Random Spells:
Spell 1
Spoiler:
Scorching Ray
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 2
Spoiler:
Protect
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Spell 3
Spoiler:
Life Drain
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 4
Spoiler:
Cure
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 5
Spoiler:
Fireblade
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.

Random Armors:
Armor 1
Spoiler:
Leather Armor
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 2
Spoiler:
Padded Armor
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 3
Spoiler:
Helm of the Valkyrie
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 4
Spoiler:
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.

Armor 5
Spoiler:
Full Plate
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.

Random Items:
Item 1
Spoiler:
Nectar of the Gods
Item B

Traits
Liquid
Mythic

Check
Wisdom
Divine
9

Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Item 2
Spoiler:
Monkey's Paw
Item C

Traits
Object
Gambling
Corrupted

Check
See Below
0

Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.

Item 3
Spoiler:
Potion of Nightvision
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 4
Spoiler:
Silver Raven Figurine
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 5
Spoiler:
Blood Periapt
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.

Random Allies:
Ally 1
Spoiler:
Fortune-Teller
Ally 1

Traits
Human
Oracle

Check
Charisma
Diplomacy
11

Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Ally 2
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.

Ally 3
Spoiler:
Riding Horse
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 4
Spoiler:
Retainer
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 5
Spoiler:
Frilled Lizard
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing 3
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4
Spoiler:
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.

Blessing 5
Spoiler:
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.

Turn: 10 Alase/Robert

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Korundo)
Spoiler:
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 Deck Card 2 (Turn 12 Crowe)
Spoiler:
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 Deck Card 3 (Turn 13 Yoon)
Spoiler:
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 Deck Card 4 (Turn 14 Uliah)
Spoiler:
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.

Blessings Deck Card 5 (Turn 15 Angban)
Spoiler:
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 Deck Card 6 (Turn 16 Alase)
Spoiler:
Blessing of Baphomet
Blessing C

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.

Blessings Deck Card 7 (Turn 17 Korundo)
Spoiler:
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 Deck Card 8 (Turn 18 Crowe)
Spoiler:
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 Deck Card 9 (Turn 19 Yoon)
Spoiler:
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 Deck Card 10 (Turn 20 Uliah)
Spoiler:
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 Deck Card 11 (Turn 21 Angban)
Spoiler:
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 Deck Card 12 (Turn 22 Alase)
Spoiler:
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.

Blessings Deck Card 13 (Turn 23 Korundo)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 24 Crowe)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 15 (Turn 25 Yoon)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 16 (Turn 26 Uliah)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 27 Angban)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 28 Alase)
Spoiler:
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 Deck Card 19 (Turn 29 Korundo)
Spoiler:
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 Deck Card 20 (Turn 30 Crowe)
Spoiler:
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.

Befouled Altar
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: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Crowe/Rando, Alase/Robert, Tonbarse

Defender's Heart Card 1:
Wreacker Demon
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.

Defender's Heart Card 2:
Cambion
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.

Defender's Heart Card 3:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Defender's Heart Card 4:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Defender's Heart Card 5:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Defender's Heart Card 6:
Blackwing Librarian
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Yoon/Tomehound

Marketplace Card 1:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Marketplace Card 2:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Marketplace Card 3:
Demon Hunter
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.

Marketplace Card 4:
Spellcaster's Shield
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.

Marketplace Card 5:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Marketplace Card 6:
Weapon of Awe
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.

Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1

Armory Card 1:
Sickle
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.

Armory Card 2:
Athlete
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.

Armory Card 3:
Cold Iron Longsword
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.

Armory Card 4:
Wooden Shield
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.

Armory Card 5:
Heavy Pick
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.

Armory Card 6:
Eagle Knight Dress Uniform
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.

Armory Card 7:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Armory Card 8:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armory Card 9:
Aklys
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.

Armory Card 10:
Corroded Helm
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.

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

Manor House Card 1:
Sacred Weapon
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.

Manor House Card 2:
Corroded Helm
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.

Manor House Card 3:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Manor House Card 4:
Cultist of Baphomet
Henchman Monster C

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Manor House Card 5:
Bolas
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.

Manor House Card 6:
Mongrel Archer
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.

Manor House Card 7:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Manor House Card 8:
Temptation of Arms
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.

Manor House Card 9:
Manual of War
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.

Manor House Card 10:
Riding Horse
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.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:3 ?:1
Located here: Uliah/Deni,

Temple of Iomedae Card 1:
Sagacity
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.

Temple of Iomedae Card 2:
Composite Bow
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.

Temple of Iomedae Card 3:
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.

Temple of Iomedae Card 4:
Researcher
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.

Temple of Iomedae Card 5:
Helm
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.

Temple of Iomedae Card 6:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Temple of Iomedae Card 7:
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.

Temple of Iomedae Card 8:
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.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:1 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Korundo/Eliandra, Angban/Parody

Family Tomb Card 1:
Dire Rat
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.

Family Tomb Card 2:
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.

Family Tomb Card 3:
Fireblade
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.

Family Tomb Card 4:
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.

Family Tomb Card 5:
Sickle
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.

Family Tomb Card 6:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: VILLAIN IS HERE!

Cathedral of St. Clydwell Card 1:
Cambion
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.

Cathedral of St. Clydwell Card 2:
Tancred Desimire
Villain Monster B

Traits
Human
Conjurer

Check
Combat
15
OR
Arcane
12

Powers
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

Cathedral of St. Clydwell Card 3:
Blessing of Shelyn
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.

Cathedral of St. Clydwell Card 4:
Sacred Weapon
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.

Cathedral of St. Clydwell Card 5:
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.

Cathedral of St. Clydwell Card 6:
Vulture
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.

Cathedral of St. Clydwell Card 7:
Detect Demon
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.

Cathedral of St. Clydwell Card 8:
Blessing of Iomedae
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.


Male

Alase and Tonbarse at Defender's Heart. Blessing is Ascension.

I debated what to do here. We know the deck pretty well by now (we've a Wrecker Demon and a Cultist of Baphomet... and one other monster which I forget if we know).
It'd be a bummer if the Cultist is on top & Tonbarse shuffles him, so I'll leave Tonbarse where he is.
I debated the wisdom of exploring. I'd need a blessing to have a good shot at taking the Cultist or the Wrecker Demon. Hmmm...

No guts no glory.
Exploring.

Wrecker Demon.
Kind of the worse-case scenario.

Asking for a blessing from Deni or from Eliandra; Deni's health is better, I notice

Siccing Tonbarse on the demon & enchanting Tonbarse's bite with my spell (Enchanted Fang):
Combat 14: 2d10 + 4 + 1d4 ⇒ (8, 8) + 4 + (1) = 21
Whoah! Tonbarse bit him in two.
Defeated.

Recharge Enchanted Fang:
Arcane 7: 1d10 + 3 ⇒ (10) + 3 = 13
Wow. Recharged.

By the same reasoning, not drawing Tonbarse. Tonbarse remains displayed at Defender's Heart.

Drawing up:

Alase wrote:

Sosiel Vaenic, Blessing of the Gods 3, Cape of Escape, Eloquence, Good Omen, Stalking Armor

Displayed:
Deck: 6 Discard: 2 Buried: 0
Notes: Good Omen +2 to close or to acquire

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.

Sosiel Vaenic:
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

Rando: Recap:
-- Can hand any card when you hit a bane, or you recharge a card
-- Feel free to use my BoG (take it or have me recharge it)
-- Eloquence gives +3 if you need to acquire a Charisma ally to close
-- Good Omen give +2 on any acquire (or close)
-- Use Sosiel for a heal if it comes to that

Silver Crusade

<Out of Turn>

You can have my blessing, Robert. Ascension is on top, so Ancients recharges.

Hand: Compass, Bloodscent, Fox
Deck: 7 Discard: 4 Buried: 1
Displayed: Python Notes:

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Cohort: Sosiel Vaenic

Sosiel Vaenic:
Sosiel Vaenic
Cohort 1

Traits
Human
Cleric
Mendevian
Veteran

Check
0

Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.

When a character would play an ally, roll 1d6. On a 1 or 2, bury
the ally; that character instead summons and encounters the
henchman Demonling.

Random Monsters:
Monster 1
Spoiler:
Mandragora
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
Spoiler:
Giant Fly
Monster B

Traits
Vermin
Elite

Check