[ACG] [OutPost I] MorkXII's Season of the Goblins (Inactive)

Game Master MorkXII

Turn Order:
Wikwocket/Zetha
yamasaki/Qualzar
redeuz/Rapeezo
Hawkmoon269/Reta
cartmanbeck/Tup
Keith Richmond/Poog
Summoned Bad Guys:

Servitor Demon: Favored of Deskari
Spoiler:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

Powers
The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.


The Defiled One
Spoiler:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

Powers
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.


Lust Demon
Spoiler:
Lust Demon
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
20

Powers
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.


Ash Giant Thug
Spoiler:
Ash Giant Thug
Henchman Monster 4

Traits
Giant
Barbarian

Check
Combat
27
OR
Arcane
Divine
18

Powers
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.


Derakni
Spoiler:
Derakni
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
13

Powers
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Harvester
Spoiler:
Harvester
Henchman Monster 4

Traits
Outsider

Check
Combat
27

Powers
The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
Damage dealt by the Harvester is dealt to each character at your location.
Before you act, each character at another location must succeed at a Strength 12 check or move to your location.


Brimorak
Spoiler:
Brimorak
Henchman Monster 2

Traits
Outsider
Demon
Veteran

Check
Combat
12

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


Cultist of Baphomet
Spoiler:
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.


Cultist of Deskari
Spoiler:
Cultist of Deskari
Henchman Monster 1

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Wight
Spoiler:
Wight
Henchman Monster B

Traits
Undead
Wight

Check
Combat
10
OR
Wisdom
Divine
8

Powers
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealth damage, she buries those cards isntead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.


Corrupted Soldier
Spoiler:
Corrupted Soldier
Henchman Monster B

Traits
Human
Soldier
Veteran

Check
Combat
9
OR
Charisma
Diplomacy
6

Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.


Fiendish Tree
Spoiler:
Fiendish Tree
Henchman Monster B

Traits
Plant
Demon
Veteran

Check
Combat
13

Powers
The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.


Ulkreth
Spoiler:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.


Ivory Templar
Spoiler:
Ivory Templar
Henchman Monster 3

Traits
Human
Paladin

Check
Combat
20

Powers
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.


Stringy Fiend
Spoiler:
Stringy Fiend
Henchman Barrier 5

Traits
Outsider
Fiend

Check
Combat
33

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

Ravener Terendelev
Spoiler:
Ravener Terendelev
Henchman Monster 6

Traits
Undead
Dragon
Mythic

Check
Combat
30
THEN
Combat
35

Powers
Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12.
Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.
While you act, characters at other locations cannot play cards or use powers.


Acquired Shinies


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Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar moved to Harvester's Pit 1 on closing.


Poog notices an extraordinarily burnt Qualzar show up. "Good work, beardy face. That how you do it!"

Poog cures Qualzar Cards: 1d4 + 1 ⇒ (4) + 1 = 5.


During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • After you add henchmen to location decks, divide each deck in half to create 2 decks for each location card. Treat each stack as a different location; after you permanently close one, automatically close the other unless it has a villain in it. Any location that is closed ceases to exist, and all characters there move.
  • At the end of your move step, if you are at an open location, roll 1d6. If the result is odd, move to the other deck for your location card.
  • The first time during this scenario that a henchman would be encountered in a location deck, exchange it for the villain The Defiled One. You win the scenario only when you defeat and corner The Defiled One.
  • If exploring the second location, please start with the bottom card.

Random Monsters:
Monster 1
Spoiler:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Monster 2
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Monster 3
Spoiler:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

Powers
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.

Monster 4
Spoiler:
Filth Demon
Monster 4

Traits
Demon
Curse

Check
Combat
22

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

Monster 5
Spoiler:
Filth Demon
Monster 4

Traits
Demon
Curse

Check
Combat
22

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

Random Barriers:
Barrier 1
Spoiler:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 2
Spoiler:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Barrier 3
Spoiler:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Barrier 4
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 5
Spoiler:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Blackaxe
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran

Check
Strength
Melee
12

Powers
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

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:
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 4
Spoiler:
Anarchy Hammer
Weapon 4

Traits
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic

Check
Strength
Melee
16

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

Weapon 5
Spoiler:
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.

Random Spells:
Spell 1
Spoiler:
Restore Mythic Power
Spell 3

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spell 2
Spoiler:
Dragon's Breath
Spell 4

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
11

Powers
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.

Spell 3
Spoiler:
Lend Mythic Path
Spell 4

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
12
OR
Wisdom
Divine
14

Powers
Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Fire Shield
Spell 3

Traits
Magic
Arcane

Check
Intelligence
Arcane
10

Powers
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Spell 5
Spoiler:
Terraform
Spell 4

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
13

Powers
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Ebon Thorn
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
12

Powers
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2
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 3
Spoiler:
Gossamer Shrouds
Armor 2

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
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 5
Spoiler:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Pauper's Thighbone
Item 3

Traits
Item
Mythic

Check
Banish an Item
0

Powers
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

Item 2
Spoiler:
Portable Altar
Item B

Traits
Object
Divine
Elite

Check
Wisdom
Divine
7

Powers
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Item 3
Spoiler:
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.

Item 4
Spoiler:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Item 5
Spoiler:
Holy Phylactery
Item B

Traits
Object
Divine
Veteran

Check
Divine
6

Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

Random Allies:
Ally 1
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 2
Spoiler:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Ally 3
Spoiler:
Merchant Lord
Ally 4

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
9

Powers
Discard this card to give any number of cards to another character.
Discard this card to explore your location.

Ally 4
Spoiler:
Bat
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 5
Spoiler:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

Powers
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

Random Blessings:
Blessing 1
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.

Blessing 2
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.

Blessing 3
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.

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 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.

Turn: 13 Zetha Thunderstealer/Wikwocket

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: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 14 Reepazo)
Spoiler:
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.

Blessings Deck Card 2 (Turn 15 Reta)
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 16 Tup)
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 17 Poog)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 18 Qualzar Furryface)
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 19 Zetha Thunderstealer)
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 7 (Turn 20 Reepazo)
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 21 Reta)
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 22 Tup)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 10 (Turn 23 Poog)
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 24 Qualzar Furryface)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 25 Zetha Thunderstealer)
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 26 Reepazo)
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 14 (Turn 27 Reta)
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 15 (Turn 28 Tup)
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 29 Poog)
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 30 Qualzar Furryface)
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.

Harem of Adent Dreams
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
Notes: Does not exist!

Locust Shrine
Traits: Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:4
Located here: Tup (1),
Notes: Mongrel Ranger (1)

Locust Shrine Card 1:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Locust Shrine Card 2:
Mongrel Ranger
Monster B

Traits
Mongrel
Ranger
Elite

Check
Combat
0

Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

Locust Shrine Card 3:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Locust Shrine Card 4:
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.

Locust Shrine Card 5 - Ulkreth:
Ulkreth
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Locust Shrine Card 6:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Locust Shrine Card 7:
Gift of Nocticula
Barrier 4

Traits
Temptation
Deity
Demon

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Locust Shrine Card 8:
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.

Locust Shrine Card 9:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Locust Shrine Card 10:
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.

Locust Shrine Card 11:
Demoniac of Baphomet
Henchman Monster 4

Traits
Pitborn
Demon
Cleric

Check
Combat
25

Powers
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
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: Zetha (1),
Notes: Does not exist!

Harvester's Pit
Traits: Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M:4 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:4
Located here: Poog (1), Qualzar (1), Reta (2),
Notes: Mirror Image (1), Horned Demon(1)

Harvester's Pit Card 1:
Demoniac of Baphomet
Henchman Monster 4

Traits
Pitborn
Demon
Cleric

Check
Combat
25

Powers
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

Harvester's Pit Card 2:
Mirror Image
Spell B

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Harvester's Pit Card 3:
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.

Harvester's Pit Card 4:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

Powers
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.

Harvester's Pit Card 5:
Stone Golem
Monster 4

Traits
Construct
Golem

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.

Harvester's Pit Card 6 - Ulkreth:
Ulkreth
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Harvester's Pit Card 7:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

Powers
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.

Harvester's Pit Card 8:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8 +1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Harvester's Pit Card 9:
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.

Harvester's Pit Card 10:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Harvester's Pit Card 11:
Will-O'-Wisp
Monster 3

Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Harvester's Pit Card 12 - Carrion Golem:
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.

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
Notes: Does not exist!

Grinder
At This Location: The difficulty to defeat a bane is increase by 5. If you defeat a bane, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Qlippoth Runestone
At This Location: The difficulty of any check against a villain at any location is decreased by 3.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:4
Located here: Reepazo (1)
Notes:

Sanctum Card 1:
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.

Sanctum Card 2:
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.

Sanctum Card 3:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Sanctum Card 4:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Sanctum Card 5:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

Powers
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Sanctum Card 6:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Sanctum Card 7 - Ulkreth:
Ulkreth
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Sanctum Card 8:
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.

Sanctum Card 9:
Refuge
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
13
OR
Wisdom
Divine
9

Powers
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Sanctum Card 10:
Melazmera
Henchman Monster 4

Traits
Dragon
Mythic

Check
Combat
28
THEN
Combat
32

Powers
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.

Sanctum Card 11:
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.

Sanctum Card 12:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Sanctum Card 13:
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.


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar heals Blessing of Pharasma, Blessing of Iomedae 1, Safe Harbor, Blessing of Gozreh, and Caravan Guard (boo).


out of turn update. healed for 2 from blessing on poog. BotGobs and Mighty Gugmuff shuffled into deck.

Grand Lodge

Female Blue Goblin Sneaker

On Qualzar's close, move to Locust Shrine A
Drawing 3 random monsters from the box: Lost Soul, Blasphemous Priest, Blasphemy Demon
Move to B if odd: 1d6 ⇒ 5 - move to side B

Zetha walks around, hopelessly lost, and ends up at a demonic shrine. Seems to be about big bugs. What is it with bugs?

As she is muttering about bugs, she bumps into... another Demoniac of Baphomet! Or maybe the same one as before. Cultists not big on unique fashion choices, like stylish goblins are.

Cultist seems to want to talk, and blabbers on threatening Zetha. Zetha pretend to listen and then jumps into cultist's shadow/
Diplo 12 BYA, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 3 ⇒ (9) + 7 + 2 + 3 = 21
Combat 25, using Ahtez to use Stealth + Stalking Armor + Mythic+ Blessing of Iomedae: 1d10 + 4 + 7 + 2 + 3 + 1d10 ⇒ (10) + 4 + 7 + 2 + 3 + (4) = 30

After defeating cultist, Zetha decides to move on from Locust Shrine. She heads to the Harvester's Pit (side B)
Close check 12 Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 3 ⇒ (6) + 7 + 2 + 3 = 18

Once there, she bonks herself with her healing stick. Pain means it's working!
Card recharged: 1d8 ⇒ 7 -> Riftwarden

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Stalking Armor, Stone Skin, Quarterstaff of Vaulting, Random Monster, Random Monster, Random Monster, Random Monster

Displayed: Ahtez, Lamashtu's Bauble
Deck: 9 Discard: 7 Buried: 2

Mythic charges: 3. Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 4 + mythic
Stealth: Dexterity +3
Constitution d6
Intelligence d8 + mythic
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1
Role: Shadow Caller
Favored Card: Item
Hand Size 6 ☑7
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) (☑ or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.



During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • After you add henchmen to location decks, divide each deck in half to create 2 decks for each location card. Treat each stack as a different location; after you permanently close one, automatically close the other unless it has a villain in it. Any location that is closed ceases to exist, and all characters there move.
  • At the end of your move step, if you are at an open location, roll 1d6. If the result is odd, move to the other deck for your location card.
  • The first time during this scenario that a henchman would be encountered in a location deck, exchange it for the villain The Defiled One. You win the scenario only when you defeat and corner The Defiled One.
  • If exploring the second location, please start with the bottom card.

Random Monsters:
Monster 1
Spoiler:
Putrid Ooze
Monster 4

Traits
Ooze
Aquatic

Check
Combat
22
OR
Dexterity
16

Powers
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.

Monster 2
Spoiler:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

Monster 3
Spoiler:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Monster 4
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Barrier 2
Spoiler:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Barrier 3
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 4
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 5
Spoiler:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Random Weapons:
Weapon 1
Spoiler:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Weapon 2
Spoiler:
Scizore +3
Weapon 4

Traits
Scizore
Shield
Melee
Piercing
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Weapon 3
Spoiler:
Rod of the Viper
Weapon 3

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Weapon 4
Spoiler:
Scizore
Weapon C

Traits
Scizore
Shield
Melee
Piercing
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Weapon 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:
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.

Spell 2
Spoiler:
Terraform
Spell 4

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
13

Powers
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
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.

Spell 4
Spoiler:
Consecrate
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Spell 5
Spoiler:
Lend Mythic Path
Spell 4

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
12
OR
Wisdom
Divine
14

Powers
Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
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 2
Spoiler:
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.

Armor 3
Spoiler:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
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.

Armor 5
Spoiler:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
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 2
Spoiler:
Skinstitcher's Manual
Item 4

Traits
Book
Magic
Corrupted
Mythic

Check
Arcane
Craft
Divine
Knowledge
12

Powers
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Item 3
Spoiler:
Belt of Charging
Item 4

Traits
Accessory
Magic

Check
Strength
Melee
11

Powers
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Item 4
Spoiler:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Item 5
Spoiler:
Knight's Pennon
Item 2

Traits
Object

Check
Charisma
Diplomacy
9

Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Random Allies:
Ally 1
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

Powers
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Ally 2
Spoiler:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 3
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

Powers
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Ally 4
Spoiler:
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.

Ally 5
Spoiler:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

Powers
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Random Blessings:
Blessing 1
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.

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 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.

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 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.

Turn: 14 Reepazo/redeux

Top of Blessing Discard Pile: Blessing of Shelyn

Top Blessing:
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.


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 Reta)
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 16 Tup)
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 17 Poog)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 18 Qualzar Furryface)
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 19 Zetha Thunderstealer)
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 6 (Turn 20 Reepazo)
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 21 Reta)
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 22 Tup)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 9 (Turn 23 Poog)
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 24 Qualzar Furryface)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 25 Zetha Thunderstealer)
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 26 Reepazo)
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 13 (Turn 27 Reta)
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 14 (Turn 28 Tup)
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 29 Poog)
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 30 Qualzar Furryface)
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.

Harem of Adent Dreams
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
Notes: Does not exist!

Locust Shrine
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: Tup (1),
Notes: Does not exist!

Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Harvester's Pit
Traits: Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M:4 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:4
Located here: Poog (1), Qualzar (1), Reta (2), Zetha (2),
Notes: Mirror Image (1), Horned Demon(1)

Harvester's Pit Card 1:
Demoniac of Baphomet
Henchman Monster 4

Traits
Pitborn
Demon
Cleric

Check
Combat
25

Powers
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

Harvester's Pit Card 2:
Mirror Image
Spell B

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Harvester's Pit Card 3:
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.

Harvester's Pit Card 4:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

Powers
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.

Harvester's Pit Card 5:
Stone Golem
Monster 4

Traits
Construct
Golem

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.

Harvester's Pit Card 6 - Ulkreth:
Ulkreth
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Harvester's Pit Card 7:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

Powers
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.

Harvester's Pit Card 8:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8 +1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Harvester's Pit Card 9:
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.

Harvester's Pit Card 10:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Harvester's Pit Card 11:
Will-O'-Wisp
Monster 3

Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Harvester's Pit Card 12 - Carrion Golem:
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.

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
Notes: Does not exist!

Grinder
At This Location: The difficulty to defeat a bane is increase by 5. If you defeat a bane, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Qlippoth Runestone
At This Location: The difficulty of any check against a villain at any location is decreased by 3.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:4
Located here: Reepazo (1)
Notes:

Sanctum Card 1:
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.

Sanctum Card 2:
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.

Sanctum Card 3:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Sanctum Card 4:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Sanctum Card 5:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

Powers
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Sanctum Card 6:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Sanctum Card 7 - Ulkreth:
Ulkreth
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Sanctum Card 8:
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.

Sanctum Card 9:
Refuge
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
13
OR
Wisdom
Divine
9

Powers
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Sanctum Card 10:
Melazmera
Henchman Monster 4

Traits
Dragon
Mythic

Check
Combat
28
THEN
Combat
32

Powers
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.

Sanctum Card 11:
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.

Sanctum Card 12:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Sanctum Card 13:
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.


Reepazo moves to Harvester Pit, side B

move if odd: 1d6 ⇒ 1 move to side A

Reepazo finds Demoniac of Baphomet

BYA DC 12 CHA: 2d6 + 4 ⇒ (3, 5) + 4 = 12 passed
reepazo draws a displayed card, Volcanic Storm

Reepazo channels her magic and summons a volcanic storm with bugs. use mythic charge
Demoniac of Baphomet DC 25: 1d20 + 4d6 + 8 ⇒ (17) + (5, 4, 2, 1) + 8 = 37 defeated, mythic charge heals BoZarongel
The Demoniac of Baphomet didn't stand a chance against her mythic power.
Reepazo draws Cloudburt from displayed cards
Volcanic Storm DC 13: 1d8 + 1d6 + 7 ⇒ (6) + (4) + 7 = 17 recharged

Reepazo summons

Harvester:
Harvester
Henchman Monster 4
Traits
Outsider

Check
Combat
27

Powers
The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
Damage dealt by the Harvester is dealt to each character at your location.
Before you act, each character at another location must succeed at a Strength 12 check or move to your location.

Reepazo grins. The Harvester attempted to do some silly move, but Reepazo stopped it with Cloudburst.
Casting Cloudburst, which will ignore non-villain power than happens BYA. Reepazo then uses a mythic charge. 1d8 from electricity trait
Harvester DC 27: 1d20 + 1d8 + 4d6 + 7 ⇒ (4) + (7) + (2, 4, 2, 6) + 7 = 32 defeated
Reepazo's cloudstorm strikes a weakness in The Harvester. The electric current went through it and fried it good. Reepazo thinks this will attract many vermin for bug soup later.
mystic charge heals BoBarkbreaker
Cloudburst DC 13 divine: 1d8 + 1d6 + 6 ⇒ (1) + (5) + 6 = 12 discarded

Location closed. Except there's a Villain in the other side!

Reepazo resets hand and ends turn.

Reepazo squished some bugs and wrote:

Hand: Cure, Horsechopper, Reformarium Servant, BotMasterofMasters, Flaming Heavy Pick+1,

Deck: 12 Discard: 2 Buried: 0, Displayed: Immolate,
Notes: MasterofMasters gives 2 die to any intelligence check
Bugform Active: Y, Mythic Charges: 2, Shirt Reroll Available: N

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +2 [X]+3 [X]+4 []+5 []+6
Divine: Wisdom +2
CHARISMA d6 +2 []+3 []+4
Survival: Charisma +3

Favored Card: Spell
Hand Size 4 [X]5 []6
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [X] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. ( [X] After any of your checks, you may draw any of these cards.) At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card). ( []If you do, add an additional 1d6.)
[] You may recharge a card to reduce Poison ( []or Acid or Cold) damage dealt to you ( []or to a character at your location) to 0. ( [] then you may draw a card).
[] You may ignore bane's immunity to the Poison trait.

"Mythic Path: Mythic Hierophant
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into hisi character deck and draw a new hand. That character is no longer dead. "

Don't chew your bettles, kids, or you won't get to feel them crawl back up your esophagus!

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song

Reepazo moves to side B of Harvester Pit GM moved me to Sanctum. I'm cool with that since I'm not in fighting shape vs the villain.


During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • After you add henchmen to location decks, divide each deck in half to create 2 decks for each location card. Treat each stack as a different location; after you permanently close one, automatically close the other unless it has a villain in it. Any location that is closed ceases to exist, and all characters there move.
  • At the end of your move step, if you are at an open location, roll 1d6. If the result is odd, move to the other deck for your location card.
  • The first time during this scenario that a henchman would be encountered in a location deck, exchange it for the villain The Defiled One. You win the scenario only when you defeat and corner The Defiled One.
  • If exploring the second location, please start with the bottom card.

Random Monsters:
Monster 1
Spoiler:
Putrid Ooze
Monster 4

Traits
Ooze
Aquatic

Check
Combat
22
OR
Dexterity
16

Powers
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.

Monster 2
Spoiler:
Cultist Archer
Monster 2

Traits
Half-Elf
Cultist
Ranger

Check
Combat
14

Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.

Monster 3
Spoiler:
Filth Demon
Monster 4

Traits
Demon
Curse

Check
Combat
22

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

Monster 4
Spoiler:
Berbalang
Monster 2

Traits
Undead
Incorporeal

Check
Combat
18

Powers
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

Monster 5
Spoiler:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Random Barriers:
Barrier 1
Spoiler:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 2
Spoiler:
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.

Barrier 3
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 4
Spoiler:
Gift of Shamira
Barrier 4

Traits
Temptation
Demon

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Barrier 5
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Rod of the Viper
Weapon 3

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Weapon 2
Spoiler:
Anarchy Hammer
Weapon 4

Traits
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic

Check
Strength
Melee
16

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

Weapon 3
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.

Weapon 4
Spoiler:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 5
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Random Spells:
Spell 1
Spoiler:
Fire Shield
Spell 3

Traits
Magic
Arcane

Check
Intelligence
Arcane
10

Powers
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

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:
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 4
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spell 5
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Gossamer Shrouds
Armor 2

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
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.

Armor 4
Spoiler:
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.

Armor 5
Spoiler:
Black Dragonhide Breastplate
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
9

Powers
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Belt of Charging
Item 4

Traits
Accessory
Magic

Check
Strength
Melee
11

Powers
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Item 3
Spoiler:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

Powers
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Item 4
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 5
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.

Random Allies:
Ally 1
Spoiler:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

Ally 2
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

Powers
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Ally 3
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 4
Spoiler:
Minotaur Mercenary
Ally 2

Traits
Minotaur
Hireling
Elite

Check
Banish a
weapon
0

Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Ally 5
Spoiler:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
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.

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 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.

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: 15 Reta/Hawkmoon269

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: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Tup)
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 17 Poog)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 18 Qualzar Furryface)
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 19 Zetha Thunderstealer)
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 5 (Turn 20 Reepazo)
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 21 Reta)
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 22 Tup)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 8 (Turn 23 Poog)
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 24 Qualzar Furryface)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 25 Zetha Thunderstealer)
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 26 Reepazo)
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 12 (Turn 27 Reta)
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 13 (Turn 28 Tup)
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 29 Poog)
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 30 Qualzar Furryface)
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.

Harem of Adent Dreams
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
Notes: Does not exist!

Locust Shrine
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
Notes: Does not exist!

Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Harvester's Pit
Traits: Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Poog (1), Qualzar (1), Tup (1), Reepazo (1), Reta (2), Zetha (2),
Notes: Only side 2 exists!

Harvester's Pit Card 1 - The Defiled One:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

Powers
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.

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
Notes: Does not exist!

Grinder
At This Location: The difficulty to defeat a bane is increase by 5. If you defeat a bane, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Qlippoth Runestone
At This Location: The difficulty of any check against a villain at any location is decreased by 3.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:4
Located here: Reepazo (1)
Notes:

Sanctum Card 1:
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.

Sanctum Card 2:
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.

Sanctum Card 3:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Sanctum Card 4:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Sanctum Card 5:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

Powers
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Sanctum Card 6:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Sanctum Card 7 - Ulkreth:
Ulkreth
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Sanctum Card 8:
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.

Sanctum Card 9:
Refuge
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
13
OR
Wisdom
Divine
9

Powers
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Sanctum Card 10:
Melazmera
Henchman Monster 4

Traits
Dragon
Mythic

Check
Combat
28
THEN
Combat
32

Powers
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.

Sanctum Card 11:
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.

Sanctum Card 12:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Sanctum Card 13:
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.


Reta's Hand Greatest Leader Ever!!

Reta sees that the other goblins have led her to the Defiled One so she can call it.

There is no other side to move to now.

Reta discards (recharges) her Force Shortbow +1 for the first check. She reveals her Ophidian Armor and toss a match on to the oily rags that are Tup.
Combat 28: 1d10 + 4 + 3 + 1d6 + 1 + 2d4 + 2 + 4 ⇒ (9) + 4 + 3 + (4) + 1 + (1, 4) + 2 + 4 = 32

She then reveals her Humanbane Crossbow +2, her Ophidian Armor, and recharges Might Gugmuff XXXII while additionally revealing her Humanbane Crossbow + 2 again.
Combat 28: 1d10 + 4 + 3 + 1d10 + 2 + 2 + 1d4 + 3 ⇒ (8) + 4 + 3 + (7) + 2 + 2 + (1) + 3 = 30

I gain a charge, so I'm back to 4.

The Defiled One shrieks in pain from the orifice that used to have it's head growing out of it and runs off to the Sanctum. All the goblins follow at Reta's command.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+2
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your deck, then you may) explore your location.
☐At the end of your turn, (☐ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☐When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Humanbane Crossbow +2, Spherewalker Staff, Venomous Hand Crossbow +1, Ophidian Armor, Slaying Bolts, Spotol
Deck: 7 Discard: 6 Buried: 0 Displayed: 2
Notes: 4 Mythic Charges

Immediately display Slaying Bolts on the next turn.


(Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

Tup now at Shank-tum, he no have corruption thingy but that okay. He still be awesome.

Exploring Sanctum side A to find a Composite Bow.
Dexterity 8: 1d8 + 1 ⇒ (6) + 1 = 7 Tup see a boring bow, it boring, he set it on fire like all wooden things should be.

Then he decide to summon ghosty wolfy friend to help him. Displaying Ghost Wolf. Tup is happy to use him to add 1d8 to anyone's Combat check at this location.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Pyrotechnic Blast, Cleric of Nethys, Coordinated Blast, Blessing of Pharasma, Black Robe, Fly, Flames of the Faithful,

Displayed: Ghost Wolf,
Deck: 13 Discard: 2 Buried: 1
"Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Can also discard Ghost Wolf to add 1d8 to any combat at my location."
Current Mythic Charges: 4 Current die bumps: 3 Reroll: Available

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4 + MYTHIC
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
Powers:
For your combat check, you may banish a card to use your Arcane skill + 1d8 ([ ] +1) ([ ] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box.
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
[ ] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
[ ] Reduce Fire damage dealt to you by 1.
[ ] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Deliverance:
Deliverance (Cohort P)
Animal
Owner: Tup
Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
When you would banish this card from a location deck, you may add it to Tup’s hand instead.

Redeemed Cards:

Black Robe
Loot Item 3
Traits
Accessory
Magic
Corrupted
Powers
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.

Tup pull out his flying spell, so he fly. At the start of the next person's turn, I'll use Fly to look at the top of both versions of the location. Side A is a Blessing of Baphomet (CORRUPTED!) and Side B is Full Plate armor.


During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • After you add henchmen to location decks, divide each deck in half to create 2 decks for each location card. Treat each stack as a different location; after you permanently close one, automatically close the other unless it has a villain in it. Any location that is closed ceases to exist, and all characters there move.
  • At the end of your move step, if you are at an open location, roll 1d6. If the result is odd, move to the other deck for your location card.
  • The first time during this scenario that a henchman would be encountered in a location deck, exchange it for the villain The Defiled One. You win the scenario only when you defeat and corner The Defiled One.
  • If exploring the second location, please start with the bottom card.

Random Monsters:
Monster 1
Spoiler:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Monster 2
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 3
Spoiler:
Urannag
Monster 4

Traits
Construct
Obstacle
Lock

Check
Combat
30
OR
Disable
17

Powers
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.

Monster 4
Spoiler:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

Powers
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

Monster 5
Spoiler:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Random Barriers:
Barrier 1
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Barrier 2
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:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Barrier 4
Spoiler:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Barrier 5
Spoiler:
Mythic Glyph
Barrier 4

Traits
Trap
Magic
Arcane
Mythic

Check
Arcane
Divine
17
OR
Intelligence
Knowledge
Stealth
14

Powers
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

Random Weapons:
Weapon 1
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.

Weapon 2
Spoiler:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Weapon 3
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.

Weapon 4
Spoiler:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 5
Spoiler:
Lance +1
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.

Random Spells:
Spell 1
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spell 2
Spoiler:
Divine Blaze
Spell 4

Traits
Magic
Divine
Attack
Fire

Check
Wisdom
Divine
12

Powers
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Steal Soul
Spell 3

Traits
Magic
Arcane
Divine
Attack

Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10

Powers
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spell 5
Spoiler:
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.

Random Armors:
Armor 1
Spoiler:
Gossamer Shrouds
Armor 2

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
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.

Armor 3
Spoiler:
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.

Armor 4
Spoiler:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

Powers
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
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 2
Spoiler:
Potion of Restoration
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
7

Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Item 3
Spoiler:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Item 4
Spoiler:
Lyre of Storms
Item 4

Traits
Instrument
Magic
Mythic

Check
Charisma
Divine
12

Powers
Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.

Item 5
Spoiler:
Belt of Charging
Item 4

Traits
Accessory
Magic

Check
Strength
Melee
11

Powers
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Random Allies:
Ally 1
Spoiler:
Mendevian Crusader
Ally B

Traits
Human
Soldier

Check
Divine
9
OR
Charisma
Diplomacy
6

Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Ally 2
Spoiler:
Bat
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 3
Spoiler:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

Powers
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Ally 4
Spoiler:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Ally 5
Spoiler:
Redeemer Blacksmith
Ally 3

Traits
Human
Hireling

Check
Intelligence
Craft
8
THEN
Charisma
Diplomacy
9

Powers
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.

Random Blessings:
Blessing 1
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 2
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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 Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Turn: 17 Poog/Keith Richmond

Top of Blessing Discard Pile: Blessing of Torag

Top Blessing:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 18 Qualzar Furryface)
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 19 Zetha Thunderstealer)
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 3 (Turn 20 Reepazo)
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 21 Reta)
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 5 (Turn 22 Tup)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 6 (Turn 23 Poog)
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 24 Qualzar Furryface)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 25 Zetha Thunderstealer)
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 26 Reepazo)
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 10 (Turn 27 Reta)
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 11 (Turn 28 Tup)
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 29 Poog)
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 30 Qualzar Furryface)
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.

Harem of Adent Dreams
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
Notes: Does not exist!

Locust Shrine
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
Notes: Does not exist!

Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Harvester's Pit
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed
Located here: Poog (1), Qualzar (1), Tup (1), Reepazo (1), Reta (2), Zetha (2),
Notes: Does not exist!

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
Notes: Does not exist!

Grinder
At This Location: The difficulty to defeat a bane is increase by 5. If you defeat a bane, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Does not exist!

Qlippoth Runestone
At This Location: The difficulty of any check against a villain at any location is decreased by 3.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Closed
Notes: Does not exist!

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:3 Ba:1 W:1 Sp:2 Ar:1 I:0 Al:0 Bl:1 ?:5
Located here: Reepazo (1), Tup (1)
Notes:

Sanctum Card 1 - Blessing of Baphomet:
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.

Sanctum Card 2:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Sanctum Card 3:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Sanctum Card 4:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Sanctum Card 5:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Sanctum Card 6:
Refuge
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
13
OR
Wisdom
Divine
9

Powers
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Sanctum Card 7 - Ulkreth:
Ulkreth
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Sanctum Card 8:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Sanctum Card 9:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

Powers
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Sanctum Card 10:
Melazmera
Henchman Monster 4

Traits
Dragon
Mythic

Check
Combat
28
THEN
Combat
32

Powers
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.

Sanctum Card 11:
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.

Sanctum Card 12:
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.

Sanctum Card 13:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

Powers
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.

Sanctum Card 14 - Full Plate:
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.


Reta's Hand Greatest Leader Ever!!

Should have chosen a side of the Sanctum. What we knew then didn't make much difference to me, so I'll just roll for it.
Which side?: 1d2 ⇒ 1


Qualzar side: 1d2 ⇒ 1
Zetha side: 1d2 ⇒ 2


1 person marked this as a favorite.

Poog heads for the Sanctum to get a Blessing of Baphomet. Odd?: 1d6 ⇒ 1 Sadly, Poog isn't allowed to explore where he wants to around here. Also, this location extra sucks right now as the swirling chaos strips his armor off him and buries it somewhere.

Poog eyes the Full Plate, which looks like an awful substitute for his frightening Doghide Armor. Con: 1d8 ⇒ 7 But I guess it'll do.

Poog takes a break to eat some Dogfinder. Mmm. Cards: 1d4 + 1 ⇒ (4) + 1 = 5
Hand: Spellsword +2, Full Plate, Bark Breaker's Blessing, Blessing of Hadregash, Cleric of Nethys, Fiendsplitter, Blessing of Achaekek, Staff of Dark Flame,

Bark Breaker leads Poog onwards - right into the villain. Poog smashes his Fire stick into the stump where it's head should be.
Dark flame discard, Achaekek, BoMasters, Reta bow shot, 4 mythic charges.
Combat 28: 1d20 + 4 + 4 + 1d6 + 1 + 1d6 + 1d6 + 1 + 2d20 + 1d20 + 1d4 + 1 ⇒ (19) + 4 + 4 + (2) + 1 + (5) + (4) + 1 + (7, 15) + (8) + (2) + 1 = 73
Poog eyes Reta's piddly little arrow sticking out of it. "Good work. Reta real contributor. Contributoress. Helplady."


1 person marked this as a favorite.
Reta's Hand Greatest Leader Ever!!

Good job Poog! You kill villain just like Reta when entire tribe is available to help you and another goblin also kills the villain.

Grand Lodge

Female Blue Goblin Sneaker

The abyss sweeps Zetha into theSanctum right as Poog smashes the headless angel. She wants to run away, but the angel jumps away from Poog right into her path!/ Oh well, time for stabbing I guess!

Combat 28-3 from Swipe, using Ahtez to use Stealth + Stalking Armor + Mythic + BoPharasma + BoHadregash + burn 3 charges: 1d20 + 4 + 7 + 2 + 3 + 2d20 + 2d10 ⇒ (9) + 4 + 7 + 2 + 3 + (13, 17) + (1, 4) = 60
Rerolling the d20 that was 9, via Ahtez: 1d20 ⇒ 17
Rerolling the d20 that was 13, via Perk: 1d20 ⇒ 17
New total: 72, almost as high as Poog!

Angel falls to the floor, dead. Now it is missing its head and also a large portion of its body. Zetha glad was able to help!


Reta's Hand Greatest Leader Ever!!

You may all thank Reta for her leadership later. We must remember our great crusade, given to us by tall queen lady: To destroy all books and half books. Our search continues!


(Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

Tup stares wide-eyed at Poog hitting angel with fire stick, and at Zetha's shadow-person ripping angel apart. Tup stares for full minute.

"You two good fighters. Much better than Reta. You two can be Tup's seconds-in-comm-mans. Tup even write song about your fight!"

Tup launches into a lovely song that would inspire even a longshank to heroics.

Poog and Zetha, great gobs they be.
Almost as great gobs as me.
Angel with no head tried smash them both.
They laugh off smash, did not have worth!
Poog take his boomstick, hit neck-stump.
Zetha's shadow stabby stab it in its rump.
Angel fall to floor, it very dead.
Now, where be the damned angel's head?


DEVELOPMENT:
You found the source of the endless chanting. The demoniacs of Baphomet aimed to keep you lost and insane forever. But you’re used to killing cultists of Baphomet, no matter how demonic, so you managed to snicker-snack your way to freedom.

The last demoniac screamed of Hepzamirah, a chosen of Baphomet leading them to destroy the nation of Mendev. She must know your way home, so it’s time to pay her a visit.

Oh, wait. You still need to give Jibbli the boot. And then find some boots for yourself.

SCENARIO REWARD:
For the rest of the Adventure Path, when setting up each scenario, you may temporarily replace a blessing in your deck with a blessing that has the Corrupted trait from the game box. At the end of each scenario, return that blessing to the game box.

Blessing of Abraxas:
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.

Blessing of Baphomet:
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.

Blessing of Shax:
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.

Blessing of Deskari:
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.

Blessing of Sifkesh (AD5):
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

Powers
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

Blessing of Xoveron (AD5):
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

Powers
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Characters who have completed their second scenario at this tier gain a Power feat.

ACQUIRED CARDS:
Armor B Full Plate
Ally 4 Celestial Unicorn
Ally 4 Pit Gladiator
Ally 1 Riftwarden
Ally 1 Chief Sull
Ally B Caravan Guard
Ally B Raconteur
Blessing B Blessing of Abraxas
Blessing B Blessing of Ascension
Blessing B Blessing of Ascension
Blessing C Blessing of Ascension
Blessing B Blessing of Pulura


Ally4: 1d1000 ⇒ 510 gribbet since i can't use monkey ally
AllyB: 1d1000 ⇒ 357 poog
BlessingB: 1d1000 ⇒ 16 something useful probably. Not liking barkbreaker lately

Powerfeat: "[X] You may recharge a card to reduce Poison damage dealt to you to 0. "


Reta's Hand Greatest Leader Ever!!

I'd take an ally 4 but only if no one else doesn't want them (I'm pretty satisfied with my allies as is). Taking the feat to let you all give me cards at the end of my turn.


(Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

Tup power feat: "[X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile."

Tup would like the Spell 4 that he picked up that isn't listed above. :-P Spell4: 1d1000 ⇒ 329
Ally4: 1d1000 ⇒ 563


Spreadsheet Mustached Gnomblin Sorcerer 6

If there really is a Spell 4: 1d1000 ⇒ 218 Otherwise will skip the upgrade.

Replaced my banished Leather Armor with Blackcloth Armor (2).

Will take the power feat "[×] Add 2 ([ ] 4) to your check to acquire an ally or to defeat a summoned monster."


Spell 4: 1d1000 ⇒ 596
Ally 4: 1d1000 ⇒ 500

Grand Lodge

Female Blue Goblin Sneaker

Power feat: (☑ or to add 1d6 to your check to defeat a barrier).
Ally 4: 1d1000 ⇒ 519


4-1B Reward Summary:
Poog - none, ([X] or Elf, Human, or Slashing)
Qualzar - none, [X] Add 2 to your check to acquire an ally or to defeat a summoned monster.
Tup - Spell 4, [X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
Reta - none, [X] At the end of your turn, each other character at your location may give you a card. Each character that does may draw a card.
Reepazo - Ally 4, [X] You may recharge a card to reduce Poison damage dealt to you to 0.
Zetha - Ally 4, ([X] or to add 1d6 to your check to defeat a barrier)

Loot: Corrupted blessing.


1-4C: MADNESS TAKES ITS TOLL
You've kinda enjoyed your time in the Abyss so far. Drawn in through a rift, you confronted the blazing protector Shamira, who ran you out of the demonic city of Alushinyrra. Then you crashed through a portal and fell into the River Styx, a most awful experience. Coming ashore, you met a demonling who informed you of a mighty dragon named Melazmera and the fallen angel lord of this realm, the Defiled One. Not a bad day, really.

The Defiled One wasn't particularly easy to fight off, but you managed. You never even saw the dragon - he must have run away when he heard about mythic goblins. Both the dragon and the headless angel remained to torment the beings of this realm, but you survived. Now you’re heading to blighted lands on the isle of Colyphyr. Perhaps by going further into the darkness, you might find the exit from the Abyss. You’ve had worse ideas, anyway. Much worse, really.

Ahead lies the citadel of the priestess Hepzamirah, the daughter of the demon lord Baphomet. The goat god rules another realm of these Abyssal lands, and his demoniac priests are everywhere. Yet here on the isle, even the priests seem to have forsaken this place. It is a profoundly off-putting environment, troubled by wafting miasmas and roiling pools of acid. Many things live here, but none of them seem friendly.

The most offensive places are in the mines. From inside these gaping chasms comes a brain-melting spiral of gases. You can feel the gas drilling holes in your mind. It seems to be interacting with the aftereffects of your bath in the River Styx. This might be kind of fun too!

The worst aspect is the loud buzzing coming out of the mines. In mere moments, the creatures making that buzzing sound begin soaring out of the mines. Safety and sanity are far behind you now. Surrounded by swarms of demonic insects, you must prepare for the vescavors’ insane onslaught. It's just bugs though. Bugs aren't so bad.

VILLAIN:
Hepzamirah
HENCHMEN:
Vescavor Swarms

DURING THIS SCENARIO:

  • All damage dealt by villains and henchmen is Poison damage.
  • After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.


During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • All damage dealt by villains and henchmen is Poison damage.
  • After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.

Random Monsters:
Monster 1
Spoiler:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Monster 2
Spoiler:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

Monster 3
Spoiler:
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.

Monster 4
Spoiler:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

Monster 5
Spoiler:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

Powers
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.

Random Barriers:
Barrier 1
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Barrier 2
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Barrier 3
Spoiler:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

Powers
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Barrier 4
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 5
Spoiler:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Weapon 2
Spoiler:
Rod of the Viper
Weapon 3

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Weapon 3
Spoiler:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 4
Spoiler:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Weapon 5
Spoiler:
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.

Random Spells:
Spell 1
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 2
Spoiler:
Steal Soul
Spell 3

Traits
Magic
Arcane
Divine
Attack

Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10

Powers
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spell 3
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.

Spell 4
Spoiler:
Consecrate
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Spell 5
Spoiler:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Random Armors:
Armor 1
Spoiler:
Gossamer Shrouds
Armor 2

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
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 3
Spoiler:
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.

Armor 4
Spoiler:
Black Dragonhide Breastplate
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
9

Powers
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Armor of the Pious
Armor 2

Traits
Heavy Armor
Magic
Healing

Check
Constitution
Fortitude
8

Powers
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
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.

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:
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.

Item 4
Spoiler:
Holy Phylactery
Item B

Traits
Object
Divine
Veteran

Check
Divine
6

Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

Item 5
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:
Ally 1
Spoiler:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Ally 2
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

Powers
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Ally 3
Spoiler:
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.

Ally 4
Spoiler:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Ally 5
Spoiler:
Wolf
Ally 2

Traits
Animal

Check
Wisdom
Survival
8

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessing 2
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.

Blessing 3
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.

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 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 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Reepazo)
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 2 (Turn 3 Reta)
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 Tup)
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 4 (Turn 5 Poog)
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 Qualzar Furryface)
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 7 Zetha Thunderstealer)
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 Reepazo)
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 Reta)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 10 Tup)
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 Poog)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 12 Qualzar Furryface)
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 12 (Turn 13 Zetha Thunderstealer)
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 Reepazo)
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 15 Reta)
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 16 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 17 Poog)
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.

Blessings Deck Card 17 (Turn 18 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 19 Zetha Thunderstealer)
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 19 (Turn 20 Reepazo)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 21 Reta)
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 21 (Turn 22 Tup)
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 Poog)
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 23 (Turn 24 Qualzar Furryface)
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 25 Zetha Thunderstealer)
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 Reepazo)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 26 (Turn 27 Reta)
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 27 (Turn 28 Tup)
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 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 29 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1

Abyssal River Card 1:
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.

Abyssal River Card 2:
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.

Abyssal River Card 3:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Abyssal River Card 4:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Abyssal River Card 5:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

Abyssal River Card 6:
Hepzamirah
Villain Monster 4

Traits
Outsider
Giant
Cleric
Mythic

Check
Combat
34
THEN
Combat
30

Powers
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.

Abyssal River Card 7:
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.

Abyssal River Card 8:
Putrid Ooze
Monster 4

Traits
Ooze
Aquatic

Check
Combat
22
OR
Dexterity
16

Powers
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.

Abyssal River Card 9:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Abyssal River Card 10:
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.

Grinder
Traits: Abyssal
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

Grinder Card 1:
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.

Grinder Card 2:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Grinder Card 3:
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.

Grinder Card 4:
Demonic Fly
Monster 1

Traits
Vermin
Demon

Check
Combat
13

Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Grinder Card 5:
Bloodscent
Spell 1

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6

Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Grinder Card 6:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Grinder Card 7:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Grinder Card 8:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Grinder Card 9:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Grinder Card 10:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Qlippoth Runestone
Traits: Abyssal
At This Location: After you explore, succeed at a Wisdom 9 check or move to a random other location.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: The difficulty of any check against a villain at any location is decreased by 3.
M:4 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Qlippoth Runestone Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Qlippoth Runestone Card 2:
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.

Qlippoth Runestone Card 3:
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.

Qlippoth Runestone Card 4:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Qlippoth Runestone Card 5:
Scizore
Weapon C

Traits
Scizore
Shield
Melee
Piercing
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Qlippoth Runestone Card 6:
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.

Qlippoth Runestone Card 7:
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.

Qlippoth Runestone Card 8:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Qlippoth Runestone Card 9:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Qlippoth Runestone Card 10:
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.

Locust Shrine
Traits: Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1

Locust Shrine Card 1:
Cultist Archer
Monster 2

Traits
Half-Elf
Cultist
Ranger

Check
Combat
14

Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.

Locust Shrine Card 2:
Merchant Lord
Ally 4

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
9

Powers
Discard this card to give any number of cards to another character.
Discard this card to explore your location.

Locust Shrine Card 3:
Temptation of Lucre
Barrier C

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Locust Shrine Card 4:
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.

Locust Shrine Card 5:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Locust Shrine Card 6:
Hellmouth Lash
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

Powers
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.

Locust Shrine Card 7:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

Powers
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Locust Shrine Card 8:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Locust Shrine Card 9:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Locust Shrine 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.

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Wounded Lands Card 1:
Sniper's Studded Leather
Armor 3

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
Stealth
8

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Wounded Lands Card 2:
Nahyndrian Elixer
Item 2

Traits
Liquid
Temptation
Corrupted
Mythic

Check
Intelligence
Craft
Knowledge
10

Powers
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Wounded Lands Card 3:
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.

Wounded Lands Card 4:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
Rod of the Viper
Weapon 3

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Wounded Lands Card 7:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Wounded Lands Card 8:
Abyssal Shortcut
Barrier 4

Traits
Temptation
Abyssal

Check
None
0

Powers
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Wounded Lands Card 9:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Wounded Lands Card 10:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

Torture Chamber Card 1:
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.

Torture Chamber Card 2:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Torture Chamber Card 3:
Will-O'-Wisp
Monster 3

Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Torture Chamber Card 4:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.

Torture Chamber Card 5:
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.

Torture Chamber Card 6:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Torture Chamber Card 7:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Torture Chamber Card 8:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 9:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

Powers
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Torture Chamber Card 10:
Gift of Nocticula
Barrier 4

Traits
Temptation
Deity
Demon

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Molten Pool
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1

Molten Pool Card 1:
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.

Molten Pool Card 2:
Ring of Reflection
Item 4

Traits
Accessory
Magic

Check
Constitution
Fortitude
12

Powers
When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

Molten Pool Card 3:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Molten Pool Card 4:
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.

Molten Pool Card 5:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Molten Pool Card 6:
Drocha Swarm
Monster 3

Traits
Undead
Swarm
Incorporeal

Check
Combat
20
OR
Wisdom
Divine
17

Powers
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.

Molten Pool Card 7:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Molten Pool Card 8:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 9:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Molten Pool Card 10:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Harvester's Pit
Traits: Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M:4 Ba:0 W:2 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1

Harvester's Pit Card 1:
Heavy Pick +2
Weapon 4

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

Harvester's Pit Card 2:
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.

Harvester's Pit Card 3:
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.

Harvester's Pit Card 4:
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.

Harvester's Pit Card 5:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Harvester's Pit Card 6:
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.

Harvester's Pit Card 7:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Harvester's Pit Card 8:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Harvester's Pit Card 9:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Harvester's Pit Card 10:
Fiery Glare
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.


(Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

I will start wherever other people want me to start. Note: I have a TON of ways to help out on your combat checks at my location, or I can let someone evade an encounter anywhere, and someone else at their location can encounter it.

Make sure to list cards in your discard pile that have the Fire trait, please!

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Deliverance, Blessing of Pharasma, Binder's Tome, Wand of Detect Magic, Cleaving Dogslicer +2, Blessing of the Boss, Coordinated Blast, Twisted Space,

Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Can also reveal Binder's Tome to add 1d4 to anyone at my location's combat or Diplomacy check.
Can also cast Coordinated Blast to add my Arcane skill (1d12+1+3+4) to anyone at my location's combat check.
Can also cast Twisted Space to allow anyone to evade a monster, and someone else at that location may encounter it."
Current Mythic Charges: 4 Current die bumps: 3 Reroll: Available

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4 + MYTHIC
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
Powers:
For your combat check, you may banish a card to use your Arcane skill + 1d8 ([ ] +1) ([ ] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box.
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
[ ] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
[ ] Reduce Fire damage dealt to you by 1.
[X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Deliverance:
Deliverance (Cohort P)
Animal
Owner: Tup
Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
When you would banish this card from a location deck, you may add it to Tup’s hand instead.

Redeemed Cards:

Black Robe
Loot Item 3
Traits
Accessory
Magic
Corrupted
Powers
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.


Reepazo replaces Monkey (Ally2) with Gribbet(Ally4).
Reepazo uses reward to replace BoBarkbreaker with BoAbraxas

Reepazo to start at Wounded Lands and asks Tup to join her there. Or wherever Tup starts if someone else needs him to start elsewhere

Reepazo squished some bugs and wrote:

Hand: Potion of Fortitude, Volcanic Storm, BotGobs, Mighty Gugmuff XXXII, Cloudburst,

Deck: 15 Discard: 0 Buried: 0, Displayed:
Notes:
Bugform Active: N, Mythic Charges: 4, Shirt Reroll Available: Y

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +4 [X]+5 [X]+6 []+7 []+8
Divine: Wisdom +2
CHARISMA d6 +4 []+5 []+6
Survival: Charisma +3

Favored Card: Spell
Hand Size 4 [X]5 []6
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [X] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. ( [X] After any of your checks, you may draw any of these cards.) At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card). ( []If you do, add an additional 1d6.)
[X] You may recharge a card to reduce Poison ( []or Acid or Cold) damage dealt to you ( []or to a character at your location) to 0. ( [] then you may draw a card).
[] You may ignore bane's immunity to the Poison trait.

"Mythic Path: Mythic Hierophant
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into hisi character deck and draw a new hand. That character is no longer dead. "

Don't chew your bettles, kids, or you won't get to feel them crawl back up your esophagus!

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song


Reta's Hand Greatest Leader Ever!!

Reta will start at the Harvester Pit.

Grand Lodge

Female Blue Goblin Sneaker

Zetha will go to the Locust Shrine, as it is best place for sneaking.

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Blessing of Abadar (2 dice for barrier), Staff of Minor Healing, Stalking Armor, Fire Shield, Blessing of Pharasma (2 dice if spell played), Black Spot, Blessing of Iomedae (2 dice for Cha Non-combat)

Displayed: Ahtez
Deck: 11 Discard: 0 Buried: 0

Mythic charges: 4. Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 4 + mythic
Stealth: Dexterity +3
Constitution d6
Intelligence d8 + mythic
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1
Role: Shadow Caller
Favored Card: Item
Hand Size 6 ☑7
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) (☑ or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you're not in an encounter, to move) (☑ or to add 1d6 to your check to defeat a barrier). (☐ or to examine the top card of any location deck).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.



Spreadsheet Mustached Gnomblin Sorcerer 6

To the Grinder!

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Frost Ray, Surgeon, Blessing of Gozreh, Crown of Charisma, Codex, Blessing of Iomedae 2, Incanter,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Mythic Charges: 4

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 7 [ ] 8
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
[x] You automatically suceed at your check to recharge a spell ([ ] or an item that has the Magic trait) .
[ ] When you would take damage before you act, you may discard ([ ] or recharge) a card to reduce that damage to 0.
[x] Add 2 ([ ] 4) to your check to acquire an ally or to defeat a summoned monster.
[ ] You gain the skill Stealth: Charisma +2.

Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Reta's Hand Greatest Leader Ever!!

Here is my hand:

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+2
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your deck, then you may) explore your location.
☑At the end of your turn, (☐ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☐When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Spherewalker Staff, Starbow, Mighty Gugmuff XXXII, Poog of Zarongel, Xoff, Blessing of Zogmurt
Deck: 12 Discard: 0 Buried: 0 Displayed: 1
Notes: 4 Mythic Charges


Poog decides that the Abyss warrants a wardrobe change and trades in his doghide armor for some wacky magic armor that always has sand in the pockets. Armor B reward.

He'll start at the Abyssal River.

Poog

Hand: Blessing of Achaekek, Cure, Spellsword +2, Cauterize, Pyrotechnic Blast, Blessing of Bark Breaker, Staff of Dark Flame,
Deck: 11 Discard: 0 Buried: 0
Displayed: God of Goblin Leaders,
Notes: Mythic Charges: 4

Skills and Powers:
SKILLS
Strength d8+4 ■+1 ■+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10+4 ■+1 ■+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6+4 □+1 □+2

Hand Size 5 ■6 ■7

Proficient with Light Armors and Weapons

Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (■+1) to your check that invokes the Animal or Fire (■ or Elf, Human, or Slashing) trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.

Grand Lodge

Female Blue Goblin Sneaker

Drawing 3 random monsters from the box: Carrion Golem, Betrayal Demon, Wreacker Demon

Zetha starts looking around Locust Shrine, ready to grab bugs for Reepazo. But her fun is spoiled when she runs into a Cultist Archer. Cultists are no fun!
BYA Wis 9, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 4 ⇒ (5) + 7 + 2 + 4 = 18
Combat 14, using Ahtez to use Stealth + Stalking Armor + Mythic: 1d10 + 4 + 7 + 2 + 4 ⇒ (6) + 4 + 7 + 2 + 4 = 23

That interruption dealt with, she continues looking for locusts.
(Exploring via BoPharasma)
She runs into a Merchant Lord (Ally 4), in a cage. He begs Zetha to release him, and says the cultist was going to feed him to the bugs! She thinks these longshanks are so crazy. But she decides to free him, since she knows longshanks taste terrible. She tries real hard to be nice and not accidentally stab him.
Diplo 9, Blessing of Iomedae: 1d10 + 1 + 2d10 ⇒ (9) + 1 + (8, 4) = 22

Longshanks is very thankful, and says he will follow Zetha around to help her. Ugh. Oh well. She asks him to help her find some bugs. He looks confused but agrees.
(Exploring via BoAbadar)
Zetha find a pile of loot and experiences the Temptation of Lucre!
Non-basic items: Almanac (1), Monkey's Paw (C), Manual of War (1)
She ignores the books of course. She is tempted by the monkey paw, but notices it smells like books since some cultist was using it as a bookmark. Gross, what a waste of a good monkey paw.

She sighs... this is the worst bug shrine ever, no bugs anywhere!

She gets out her healing stick. Merchant looks nervous, and then even more confused when she whacks herself on the head.
Recharge card: 1d3 ⇒ 1 -> BoIomedae

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Ice Chemist, Stalking Armor, Fire Shield, Black Spot, Merchant Lord, Monster, Monster

Displayed: Ahtez
Deck: 12 Discard: 2 Buried: 0

Mythic charges: 4. Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 4 + mythic
Stealth: Dexterity +3
Constitution d6
Intelligence d8 + mythic
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1
Role: Shadow Caller
Favored Card: Item
Hand Size 6 ☑7
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) (☑ or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you're not in an encounter, to move) (☑ or to add 1d6 to your check to defeat a barrier). (☐ or to examine the top card of any location deck).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.



During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • All damage dealt by villains and henchmen is Poison damage.
  • After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.

Random Monsters:
Monster 1
Spoiler:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Monster 2
Spoiler:
Urannag
Monster 4

Traits
Construct
Obstacle
Lock

Check
Combat
30
OR
Disable
17

Powers
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.

Monster 3
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Monster 4
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 5
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Random Barriers:
Barrier 1
Spoiler:
Temptation of Lucre
Barrier C

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 2
Spoiler:
Compelling Offer
Barrier 3

Traits
Temptation

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

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:
Temptation of Favor
Barrier 3

Traits
Temptation

Check
None
0

Powers
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Barrier 5
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Weapon 2
Spoiler:
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.

Weapon 3
Spoiler:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 4
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Weapon 5
Spoiler:
Heavy Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Random Spells:
Spell 1
Spoiler:
Consecrate
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Spell 2
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Spell 4
Spoiler:
Restore Mythic Power
Spell 3

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spell 5
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.

Random Armors:
Armor 1
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

Powers
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

Powers
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Armor of the Pious
Armor 2

Traits
Heavy Armor
Magic
Healing

Check
Constitution
Fortitude
8

Powers
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

Powers
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Magic Scale Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Knight's Pennon
Item 2

Traits
Object

Check
Charisma
Diplomacy
9

Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Item 2
Spoiler:
Skinstitcher's Manual
Item 4

Traits
Book
Magic
Corrupted
Mythic

Check
Arcane
Craft
Divine
Knowledge
12

Powers
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Item 3
Spoiler:
Potion of Restoration
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
7

Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Item 4
Spoiler:
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.

Item 5
Spoiler:
Wand of Paralyze
Item B

Traits
Wand
Attack
Magic
Arcane
Divine
Mental

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

Random Allies:
Ally 1
Spoiler:
Mendevian Crusader
Ally B

Traits
Human
Soldier

Check
Divine
9
OR
Charisma
Diplomacy
6

Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Ally 2
Spoiler:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 3
Spoiler:
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.

Ally 4
Spoiler:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

Powers
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Ally 5
Spoiler:
Chief Sull
Ally 1

Traits
Mongrel
Aristocrat
Elite

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.

Random Blessings:
Blessing 1
Spoiler:
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.

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 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.

Blessing 4
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.

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: 2 Reepazo/redeux

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: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Reta)
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 4 Tup)
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 3 (Turn 5 Poog)
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 6 Qualzar Furryface)
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 7 Zetha Thunderstealer)
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 8 Reepazo)
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 9 Reta)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 10 Tup)
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 11 Poog)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 12 Qualzar Furryface)
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 11 (Turn 13 Zetha Thunderstealer)
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 14 Reepazo)
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 13 (Turn 15 Reta)
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 16 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 17 Poog)
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.

Blessings Deck Card 16 (Turn 18 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 19 Zetha Thunderstealer)
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 18 (Turn 20 Reepazo)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 21 Reta)
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 20 (Turn 22 Tup)
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 21 (Turn 23 Poog)
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 22 (Turn 24 Qualzar Furryface)
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 25 Zetha Thunderstealer)
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 26 Reepazo)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 25 (Turn 27 Reta)
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 28 Tup)
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 29 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 28 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Poog

Abyssal River Card 1:
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.

Abyssal River Card 2:
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.

Abyssal River Card 3:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Abyssal River Card 4:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Abyssal River Card 5:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

Abyssal River Card 6:
Hepzamirah
Villain Monster 4

Traits
Outsider
Giant
Cleric
Mythic

Check
Combat
34
THEN
Combat
30

Powers
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.

Abyssal River Card 7:
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.

Abyssal River Card 8:
Putrid Ooze
Monster 4

Traits
Ooze
Aquatic

Check
Combat
22
OR
Dexterity
16

Powers
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.

Abyssal River Card 9:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Abyssal River Card 10:
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.

Grinder
Traits: Abyssal
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Qualzar

Grinder Card 1:
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.

Grinder Card 2:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Grinder Card 3:
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.

Grinder Card 4:
Demonic Fly
Monster 1

Traits
Vermin
Demon

Check
Combat
13

Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Grinder Card 5:
Bloodscent
Spell 1

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6

Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Grinder Card 6:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Grinder Card 7:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Grinder Card 8:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Grinder Card 9:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Grinder Card 10:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Qlippoth Runestone
Traits: Abyssal
At This Location: After you explore, succeed at a Wisdom 9 check or move to a random other location.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: The difficulty of any check against a villain at any location is decreased by 3.
M:4 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Qlippoth Runestone Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Qlippoth Runestone Card 2:
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.

Qlippoth Runestone Card 3:
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.

Qlippoth Runestone Card 4:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Qlippoth Runestone Card 5:
Scizore
Weapon C

Traits
Scizore
Shield
Melee
Piercing
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Qlippoth Runestone Card 6:
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.

Qlippoth Runestone Card 7:
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.

Qlippoth Runestone Card 8:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Qlippoth Runestone Card 9:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Qlippoth Runestone Card 10:
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.

Locust Shrine
Traits: Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Zetha

Locust Shrine Card 1:
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.

Locust Shrine Card 2:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Locust Shrine Card 3:
Hellmouth Lash
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

Powers
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.

Locust Shrine Card 4:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

Powers
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Locust Shrine Card 5:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Locust Shrine Card 6:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Locust Shrine Card 7:
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.

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Reepazo, Tup

Wounded Lands Card 1:
Sniper's Studded Leather
Armor 3

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
Stealth
8

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Wounded Lands Card 2:
Nahyndrian Elixer
Item 2

Traits
Liquid
Temptation
Corrupted
Mythic

Check
Intelligence
Craft
Knowledge
10

Powers
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Wounded Lands Card 3:
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.

Wounded Lands Card 4:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
Rod of the Viper
Weapon 3

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Wounded Lands Card 7:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Wounded Lands Card 8:
Abyssal Shortcut
Barrier 4

Traits
Temptation
Abyssal

Check
None
0

Powers
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Wounded Lands Card 9:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Wounded Lands Card 10:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

Torture Chamber Card 1:
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.

Torture Chamber Card 2:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Torture Chamber Card 3:
Will-O'-Wisp
Monster 3

Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Torture Chamber Card 4:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.

Torture Chamber Card 5:
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.

Torture Chamber Card 6:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Torture Chamber Card 7:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Torture Chamber Card 8:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 9:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

Powers
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Torture Chamber Card 10:
Gift of Nocticula
Barrier 4

Traits
Temptation
Deity
Demon

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Molten Pool
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1

Molten Pool Card 1:
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.

Molten Pool Card 2:
Ring of Reflection
Item 4

Traits
Accessory
Magic

Check
Constitution
Fortitude
12

Powers
When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

Molten Pool Card 3:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Molten Pool Card 4:
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.

Molten Pool Card 5:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Molten Pool Card 6:
Drocha Swarm
Monster 3

Traits
Undead
Swarm
Incorporeal

Check
Combat
20
OR
Wisdom
Divine
17

Powers
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.

Molten Pool Card 7:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Molten Pool Card 8:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 9:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Molten Pool Card 10:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Harvester's Pit
Traits: Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M:4 Ba:0 W:2 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta

Harvester's Pit Card 1:
Heavy Pick +2
Weapon 4

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

Harvester's Pit Card 2:
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.

Harvester's Pit Card 3:
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.

Harvester's Pit Card 4:
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.

Harvester's Pit Card 5:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Harvester's Pit Card 6:
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.

Harvester's Pit Card 7:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Harvester's Pit Card 8:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Harvester's Pit Card 9:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Harvester's Pit Card 10:
Fiery Glare
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.


Reepazo says Hi to Tup and tells him that she has a few things for him to burn.

Give Tup Mighty Gugmuff XXXII
"This ally doesn't know how to look around. Me thinks I'll find one of those mini Poogs to replace him"

The then explores the Wounded Lands She finds some armor and throws a potion of fortitude at it.
banish Potion of Fortitude to auto-succeed and acquire Sniper's Studded Leather(Armor3)
"Maybe Reta would like this!"

armor3 for reta?:
Sniper's Studded Leather
Armor 3
Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
Stealth
8

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

She finds another potion
display Volcanic Storm for bug form
Nahyndrian Elixer DC 10 int: 2d6 ⇒ (6, 2) = 8 does not acquire
But the potion seems useless.

Reepazo feeling empty handed decides to rest.

Reepazo squished some bugs and wrote:

Hand: Gribbet, Immolate, BoZarongel, Cloudburst, Snipers Studded Leather (acquired),

Deck: 10 Discard: 1 Buried: 0, Displayed: Volcanic Storm,
Notes:
Bugform Active: Y, Mythic Charges: 4, Shirt Reroll Available: Y

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +4 [X]+5 [X]+6 []+7 []+8
Divine: Wisdom +2
CHARISMA d6 +4 []+5 []+6
Survival: Charisma +3

Favored Card: Spell
Hand Size 4 [X]5 []6
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [X] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. ( [X] After any of your checks, you may draw any of these cards.) At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card). ( []If you do, add an additional 1d6.)
[X] You may recharge a card to reduce Poison ( []or Acid or Cold) damage dealt to you ( []or to a character at your location) to 0. ( [] then you may draw a card).
[] You may ignore bane's immunity to the Poison trait.

"Mythic Path: Mythic Hierophant
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into hisi character deck and draw a new hand. That character is no longer dead. "

Don't chew your bettles, kids, or you won't get to feel them crawl back up your esophagus!

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song

GM- acquired woundedlands card #1, armor 3. Banished card #2, item 2.


Reta's Hand Greatest Leader Ever!!

Reta flips over a Blessing of Ascension and feels ascendant. She moves to the Wounded Lands.

Reta knows how the other goblins like to give her treasures, so she goes to get that nice armor from Reepazo, since bugs don't fit in armor very well anyway.

But first she explores and finds a Cambion. The Cambion asks Reta about her arcane or divine insights, but Reta just says "Huh?"

BYA Arcane: 1d4 ⇒ 4
Revealing Starbow
Combat 12: 1d10 + 4 + 4 + 1d8 + 3 ⇒ (6) + 4 + 4 + (8) + 3 = 25
Success. Defeated. Reta laughs.

Since I'm not too good at closing this location, I'll now discard (recharge) Xoff to examine the next 3 before I explore.

Vescavor Swarm
Mastiff
Rod of the Viper

I have to put Vescavor Swarm 3rd. I'll put Mastiff first, then the Rod. Exploring...

Wisdom 6: 1d6 + 1 ⇒ (6) + 1 = 7

Acquired (surprisingly enough). Discard (recharge) it to explore for the Rod.

Strength 11: 1d8 + 4 ⇒ (3) + 4 = 7

Nope.

I'll end my turn and take that armor from Reepazo (who may draw a card).

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+2
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your deck, then you may) explore your location.
☑At the end of your turn, (☐ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☐When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Spherewalker Staff, Starbow, Sniper's Studded Leather, Mighty Gugmuff XXXII, Poog of Zarongel, Blessing of Zogmugot
Deck: 14 Discard: 0 Buried: 0 Displayed: 1
Notes: 4 Mythic Charges

Before Tup explores I discard (recharge) Mighty Gugmuff XXXII to move back to the Harvester Pit (so I don't take Poison damage from the scenario power) and examine the top card: Heavy Pick +2.

BR: Wounded Lands: Banish 3 and 6. Acquired 5. 4 is known and on top. Harvester Pit: Card 1 is known.


(Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

Tup, knowing that the bugs are nearby, decides to go find and burn them.

Exploring to find the Vescavor Swarm, banishing Gugmuff to use my power. I get an extra 1d8 since I add the Attack trait.
Combat 11/15: 1d12 + 3 + 1 + 4 + 1d8 + 1d8 ⇒ (3) + 3 + 1 + 4 + (4) + (4) = 19
Since Reep said that Mighty Gugmuff isn't very Mighty, he decides to use Gugmuff's clothes as kindling for his spell. Gugmuff obviously catches fire and runs straight into the swarm of vescavor buggies, killing many of them and scattering the rest.

Taking the 1 Poison damage in the form of Coordinated Blast. For the close check, I'm going to use Blessing of the Boss to get 2 dice, also discarding my Dogslicer to power it.
Wisdom 8: 1d4 + 2d4 ⇒ (2) + (2, 2) = 6 Sigh... didn't figure I'd get that. Oh well, I'll explore some more.

Tup pulls out a wand and casts a search-y spell. Using Wand of Detect Magic. Next card is Constrictor Snake.
recharge Arcane 6: 1d12 + 3 + 1 + 4 ⇒ (10) + 3 + 1 + 4 = 18 Auto-recharged.
Tup sees a snake around the corner. He decides this location is boring and jumps on Deliverance's back, riding him wildly over to a volcano. He jumps off and Deliverance falls right into the volcano's crater... he might be okay, right? Deliverance is shuffled into the Molten Pool.

Then Tup looks around near the volcano. Discarding Blessing of Pharasma to explore. 11 is Deliverance. random: 1d11 ⇒ 1 Blessing of Abraxas. NICE.
Arcane 7: 1d12 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10 Auto-acquired. Not going to use it at the moment since the top blessing is Corrupted, no reason to discard ANOTHER card.

Tup then sits down and waits for his goblin colleagues to join him here at the fun lava place.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Sweet Dragon Costume, Pyrotechnic Blast, Binder's Tome, Blessing of Abraxas, Blessing of Lamashtu, Twisted Space, Create Mindscape,

Displayed:
Deck: 9 Discard: 4 Buried: 0
"Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Can also reveal Binder's Tome to add 1d4 to anyone at my location's combat or Diplomacy check.
Can also cast Twisted Space to allow anyone to evade a monster, and someone else at that location may encounter it."
Current Mythic Charges: 4 Current die bumps: 3 Reroll: Available

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4 + MYTHIC
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
Powers:
For your combat check, you may banish a card to use your Arcane skill + 1d8 ([ ] +1) ([ ] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box.
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
[ ] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
[ ] Reduce Fire damage dealt to you by 1.
[X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Deliverance:
Deliverance (Cohort P)
Animal
Owner: Tup
Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
When you would banish this card from a location deck, you may add it to Tup’s hand instead.

Redeemed Cards:

Black Robe
Loot Item 3
Traits
Accessory
Magic
Corrupted
Powers
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.

Will go ahead and display Create Mindscape at Molten Pool.

Wounded Lands 4 banished, 7 known, and Molten Pool 1 acquired. Deliverance shuffled into Molten Pool.


On Reta's turn,
"Here, take shiny!!"
Reepazo gives Reta the sniper studded leather and drew BotMasterofMasters.

On Tups turn
"Bye bye not-so-mighty Gugmuff!!!" as she cracks a smirk.

Reepazo recharges Cloudburst to reduce poison damage to 0
"Nice to learn a few tricks from these beetles!"


Poog heads to the Harvester Pit, cause shiny weapon.
Blessing the evade check, Reepazo blesses the acquire check, then heals 2.
Str 9: 1d8 + 2 + 4 + 1d8 ⇒ (1) + 2 + 4 + (5) = 12
Melee 13: 1d8 + 4 + 4 + 1d8 ⇒ (2) + 4 + 4 + (5) = 15

Bark Breaker leads him onwards! Pitborn Scoundrel awaits, but Reta distracts its ambush. Good job being bait!
Combat 12: 1d8 + 4 + 4 + 1d8 + 2 ⇒ (6) + 4 + 4 + (1) + 2 = 17

One of us gets burnt (1 is me): 1d2 ⇒ 1

Poog Cures himself, then tosses a couple things aside, including that new pick and a Pyrotechnic Blast for Tup to enjoy.

Poog

Hand: Spellsword +2, Cauterize, Blessing of Zarongel, Cleric of Nethys, Bark Breaker's Blessing, Armor of the Sands, Blessing of Bark Breaker,
Deck: 10 Discard: 2 Buried: 0
Displayed: God of Goblin Leaders,
Notes: Mythic Charges: 4

Skills and Powers:
SKILLS
Strength d8+4 ■+1 ■+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10+4 ■+1 ■+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6+4 □+1 □+2

Hand Size 5 ■6 ■7

Proficient with Light Armors and Weapons

Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (■+1) to your check that invokes the Animal or Fire (■ or Elf, Human, or Slashing) trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.


on poogs turn
use BotMasterofMasters and after check only two cards in discard...botgobs and botmasterofmasters which are then healed

hand update

Reepazo squished some bugs and wrote:

Hand: Gribbet, Immolate, BoZarongel,

Deck: 12 Discard: 0 Buried: 0, Displayed: Volcanic Storm,
Notes:
Bugform Active: Y, Mythic Charges: 4, Shirt Reroll Available: Y

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +4 [X]+5 [X]+6 []+7 []+8
Divine: Wisdom +2
CHARISMA d6 +4 []+5 []+6
Survival: Charisma +3

Favored Card: Spell
Hand Size 4 [X]5 []6
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [X] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. ( [X] After any of your checks, you may draw any of these cards.) At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card). ( []If you do, add an additional 1d6.)
[X] You may recharge a card to reduce Poison ( []or Acid or Cold) damage dealt to you ( []or to a character at your location) to 0. ( [] then you may draw a card).
[] You may ignore bane's immunity to the Poison trait.

"Mythic Path: Mythic Hierophant
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into hisi character deck and draw a new hand. That character is no longer dead. "

Don't chew your bettles, kids, or you won't get to feel them crawl back up your esophagus!

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song


During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • All damage dealt by villains and henchmen is Poison damage.
  • After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.

Random Monsters:
Monster 1
Spoiler:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Monster 2
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 3
Spoiler:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

Monster 4
Spoiler:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Monster 5
Spoiler:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

Powers
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Random Barriers:
Barrier 1
Spoiler:
Glimmer of Hope
Barrier 3

Traits
Temptation

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Barrier 2
Spoiler:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

Powers
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Barrier 3
Spoiler:
Mythic Glyph
Barrier 4

Traits
Trap
Magic
Arcane
Mythic

Check
Arcane
Divine
17
OR
Intelligence
Knowledge
Stealth
14

Powers
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

Barrier 4
Spoiler:
Temptation of Sorcery
Barrier 3

Traits
Temptation

Check
None
0

Powers
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 5
Spoiler:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Random Weapons:
Weapon 1
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 2
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 3
Spoiler:
Blackaxe
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran

Check
Strength
Melee
12

Powers
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Weapon 4
Spoiler:
Stalker's Crossbow
Weapon 4

Traits
Bow
Ranged
Piercing
Magic
Corrupted

Check
Dexterity
Ranged
11

Powers
If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

Weapon 5
Spoiler:
Heavy Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Random Spells:
Spell 1
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spell 2
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.

Spell 3
Spoiler:
Terraform
Spell 4

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
13

Powers
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Ice Strike
Spell 3

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spell 5
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.

Random Armors:
Armor 1
Spoiler:
Armor of the Pious
Armor 2

Traits
Heavy Armor
Magic
Healing

Check
Constitution
Fortitude
8

Powers
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
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.

Armor 4
Spoiler:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
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.

Random Items:
Item 1
Spoiler:
Potion of Restoration
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
7

Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Item 2
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 3
Spoiler:
Holy Phylactery
Item B

Traits
Object
Divine
Veteran

Check
Divine
6

Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

Item 4
Spoiler:
Nahyndrian Elixer
Item 2

Traits
Liquid
Temptation
Corrupted
Mythic

Check
Intelligence
Craft
Knowledge
10

Powers
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Item 5
Spoiler:
Exorcism Kit
Item B

Traits
Tool
Veteran

Check
Wisdom
Divine
8

Powers
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Ally 2
Spoiler:
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.

Ally 3
Spoiler:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 4
Spoiler:
Pit Gladiator
Ally 4

Traits
Human
Warrior

Check
Strength
Melee
12
THEN
Charisma
Diplomacy
12

Powers
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

Ally 5
Spoiler:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

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 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.

Blessing 3
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.

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 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.

Turn: 6 Qualzar Furryface/yamasaki

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: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Zetha Thunderstealer)
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 Reepazo)
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 Reta)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 10 Tup)
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 Poog)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 12 Qualzar Furryface)
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 7 (Turn 13 Zetha Thunderstealer)
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 Reepazo)
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 9 (Turn 15 Reta)
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 10 (Turn 16 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 17 Poog)
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.

Blessings Deck Card 12 (Turn 18 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 19 Zetha Thunderstealer)
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 14 (Turn 20 Reepazo)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 21 Reta)
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 16 (Turn 22 Tup)
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 Poog)
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 24 Qualzar Furryface)
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 25 Zetha Thunderstealer)
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 Reepazo)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 27 Reta)
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 22 (Turn 28 Tup)
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 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 24 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1

Abyssal River Card 1:
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.

Abyssal River Card 2:
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.

Abyssal River Card 3:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Abyssal River Card 4:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Abyssal River Card 5:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

Abyssal River Card 6:
Hepzamirah
Villain Monster 4

Traits
Outsider
Giant
Cleric
Mythic

Check
Combat
34
THEN
Combat
30

Powers
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.

Abyssal River Card 7:
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.

Abyssal River Card 8:
Putrid Ooze
Monster 4

Traits
Ooze
Aquatic

Check
Combat
22
OR
Dexterity
16

Powers
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.

Abyssal River Card 9:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Abyssal River Card 10:
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.

Grinder
Traits: Abyssal
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Qualzar

Grinder Card 1:
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.

Grinder Card 2:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Grinder Card 3:
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.

Grinder Card 4:
Demonic Fly
Monster 1

Traits
Vermin
Demon

Check
Combat
13

Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Grinder Card 5:
Bloodscent
Spell 1

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6

Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Grinder Card 6:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Grinder Card 7:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Grinder Card 8:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Grinder Card 9:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Grinder Card 10:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Qlippoth Runestone
Traits: Abyssal
At This Location: After you explore, succeed at a Wisdom 9 check or move to a random other location.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: The difficulty of any check against a villain at any location is decreased by 3.
M:4 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Qlippoth Runestone Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Qlippoth Runestone Card 2:
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.

Qlippoth Runestone Card 3:
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.

Qlippoth Runestone Card 4:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Qlippoth Runestone Card 5:
Scizore
Weapon C

Traits
Scizore
Shield
Melee
Piercing
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Qlippoth Runestone Card 6:
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.

Qlippoth Runestone Card 7:
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.

Qlippoth Runestone Card 8:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Qlippoth Runestone Card 9:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Qlippoth Runestone Card 10:
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.

Locust Shrine
Traits: Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Zetha

Locust Shrine Card 1:
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.

Locust Shrine Card 2:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Locust Shrine Card 3:
Hellmouth Lash
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

Powers
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.

Locust Shrine Card 4:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

Powers
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Locust Shrine Card 5:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Locust Shrine Card 6:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Locust Shrine Card 7:
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.

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Reepazo,

Wounded Lands Card 1 - Constrictor Snake:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Wounded Lands Card 2:
Abyssal Shortcut
Barrier 4

Traits
Temptation
Abyssal

Check
None
0

Powers
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Wounded Lands Card 3:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Wounded Lands Card 4:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

Torture Chamber Card 1:
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.

Torture Chamber Card 2:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Torture Chamber Card 3:
Will-O'-Wisp
Monster 3

Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Torture Chamber Card 4:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.

Torture Chamber Card 5:
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.

Torture Chamber Card 6:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Torture Chamber Card 7:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Torture Chamber Card 8:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 9:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

Powers
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Torture Chamber Card 10:
Gift of Nocticula
Barrier 4

Traits
Temptation
Deity
Demon

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Molten Pool
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Located here: Tup
Notes: Create Mindscape displayed
Faxon = Deliverance

Molten Pool Card 1:
Drocha Swarm
Monster 3

Traits
Undead
Swarm
Incorporeal

Check
Combat
20
OR
Wisdom
Divine
17

Powers
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.

Molten Pool Card 2:
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.

Molten Pool Card 3:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Molten Pool Card 4:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Molten Pool Card 5:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 6:
Ring of Reflection
Item 4

Traits
Accessory
Magic

Check
Constitution
Fortitude
12

Powers
When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

Molten Pool Card 7:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Molten Pool Card 8:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Molten Pool Card 9:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Molten Pool Card 10:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Harvester's Pit
Traits: Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M:3 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta, Poog

Harvester's Pit Card 1:
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.

Harvester's Pit Card 2:
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.

Harvester's Pit Card 3:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Harvester's Pit Card 4:
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.

Harvester's Pit Card 5:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Harvester's Pit Card 6:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Harvester's Pit Card 7:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Harvester's Pit Card 8:
Fiery Glare
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar flips Blessing of Ascension and explores the Grinder. He gets the Blessing of Ascension. Flips location card. Banes are +5 difficulty. He uses the blessing to explore, and finds a Telekinesis Trap. Arcane 12+5=17 with Incanter: 1d10 + 10 + 1d6 ⇒ (9) + 10 + (5) = 24 Trap disabled. Flips location card back to original side.

He asks for Gozreh's blessing and finds a Peryton. He decides to blast it with Frost Ray. Combat 14+3=17: 1d10 + 10 + 2d6 ⇒ (8) + 10 + (6, 1) = 25 Frozen Peryton. Frost Ray auto recharged.

He now asks Iomedae to guide him in this flippin' place and finds a Demonic Fly. He tosses the Codex at it, twirls his magnificent moustache, and makes the book appear as a giant venus fly trap. Combat 13 with Arcane Mental blast: 1d10 + 11 + 1d6 ⇒ (9) + 11 + (3) = 23 It dies thinking a plant ate it.

He rests for a while, asking his Surgeon to patch him up (random card: Blessing of Iomedae). Ends turn.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Safe Harbor, Crown of Charisma, Sage, Swipe, Blackcloth Armor, Apprentice, Good Omen,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Mythic Charges: 4

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 7 [ ] 8
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
[x] You automatically suceed at your check to recharge a spell ([ ] or an item that has the Magic trait) .
[ ] When you would take damage before you act, you may discard ([ ] or recharge) a card to reduce that damage to 0.
[x] Add 2 ([ ] 4) to your check to acquire an ally or to defeat a summoned monster.
[ ] You gain the skill Stealth: Charisma +2.

Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

GM, Grinder card 1-4 encountered (Card 1 acquired; all others banished). Location on original side.

Grand Lodge

Female Blue Goblin Sneaker

Retcon: should have fought Deranki before last Temptation of Lucre
BYA Wisdom 5 to prevent 2 combat damage, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 4 ⇒ (1) + 7 + 2 + 4 = 14
Combat 13, -2 to each die, using Ahtez to use Stealth + Stalking Armor + Mythic: 1d10 - 2 + 4 + 7 + 2 + 4 ⇒ (5) - 2 + 4 + 7 + 2 + 4 = 20
Defeated - End retcon

Drawing 3 random monsters from the box: Incubus, Pitborn Scoundrel, Gargoyle

Zetha continues exploring bug shrine, hoping to find some better bugs.

Instead, she finds *another* pile of loot, and feels the Temptation of Arms! But as she is about to grab some, another Derakni jumps out at her! Bad demon bug!
BYA Wisdom 5 to prevent 2 combat damage, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 4 ⇒ (8) + 7 + 2 + 4 = 21
Combat 13, -2 to each die, using Ahtez to use Stealth + Stalking Armor + Mythic: 1d10 - 2 + 4 + 7 + 2 + 4 ⇒ (4) - 2 + 4 + 7 + 2 + 4 = 19
Fortunately demon bugs are as vulnerable to shadow stabbing as non-demon bugs.

Zetha greedily checks the loot. It looks like...
- Force Shortbow +1 Weapon 1
- Battle Aspergillum Weapon C
- Blackaxe Weapon 4

Without thinking about it, she grabs the Blackaxe. She can trade that to another goblin for something good she bets!
damage: 1d4 + 1 ⇒ (4) + 1 = 5
OUCH the demon magic zaps her for taking the axe.
Use Ahtez to banish Incubus to reduce damage by 4. Discard Fire Shield - Tup Fire Shield is in my discard, feel free to use but please don't banish

After getting the loot, Zetha has great idea. She sends annoying longshanks merchant to go give stuff to Reta, so she doesn't have to carry it.
Reta - using Merchant Lord to give you Blackaxe (Weapon 4), and monster cards Pitborn Scoundrel and Gargoyle

Proud of herself, Zetha sits down in shrine to rest.
After reset hand, display Lamashtu's Bauble.

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Ice Chemist, Stalking Armor, Black Spot, Bound Imp, Spendiferous Hat, Quarterstaff of Vaulting

Displayed: Ahtez, Lamashtu's Bauble
Deck: 8 Discard: 3 Buried: 0

Mythic charges: 4. Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 4 + mythic
Stealth: Dexterity +3
Constitution d6
Intelligence d8 + mythic
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1
Role: Shadow Caller
Favored Card: Item
Hand Size 6 ☑7
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) (☑ or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you're not in an encounter, to move) (☑ or to add 1d6 to your check to defeat a barrier). (☐ or to examine the top card of any location deck).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.



During This Adventure:

  • The servitor demon is the henchman Vulture Demon.
  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.

During This Scenario:

  • All damage dealt by villains and henchmen is Poison damage.
  • After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.

Random Monsters:
Monster 1
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.

Monster 2
Spoiler:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

Powers
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Monster 3
Spoiler:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

Powers
The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Monster 4
Spoiler:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.

Monster 5
Spoiler:
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.

Random Barriers:
Barrier 1
Spoiler:
Glimmer of Hope
Barrier 3

Traits
Temptation

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Barrier 2
Spoiler:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Barrier 3
Spoiler:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Barrier 4
Spoiler:
Temptation of Lucre
Barrier C

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 5
Spoiler:
Compelling Offer
Barrier 3

Traits
Temptation

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Random Weapons:
Weapon 1
Spoiler:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Weapon 2
Spoiler:
Heavy Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 3
Spoiler:
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.

Weapon 4
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 5
Spoiler:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Random Spells:
Spell 1
Spoiler:
Create Spiked Pit
Spell 3

Traits
Magic
Arcane
Trap
Elite

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding or burying it.

Spell 2
Spoiler:
Terraform
Spell 4

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
13

Powers
When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Ice Strike
Spell 3

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spell 4
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 5
Spoiler:
Heat Metal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7

Powers
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
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.

Armor 2
Spoiler:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Magic Scale Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
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.

Random Items:
Item 1
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 2
Spoiler:
Pauper's Thighbone
Item 3

Traits
Item
Mythic

Check
Banish an Item
0

Powers
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

Item 3
Spoiler:
Planar Tuning Fork
Item 2

Traits
Tool
Magic

Check
Intelligence
Knowledge
10

Powers
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Item 4
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 5
Spoiler:
Portable Altar
Item B

Traits
Object
Divine
Elite

Check
Wisdom
Divine
7

Powers
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Random Allies:
Ally 1
Spoiler:
Merchant Lord
Ally 4

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
9

Powers
Discard this card to give any number of cards to another character.
Discard this card to explore your location.

Ally 2
Spoiler:
Wolf
Ally 2

Traits
Animal

Check
Wisdom
Survival
8

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Ally 3
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

Powers
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Ally 4
Spoiler:
Mendevian Crusader
Ally B

Traits
Human
Soldier

Check
Divine
9
OR
Charisma
Diplomacy
6

Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Ally 5
Spoiler:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

Powers
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Random Blessings:
Blessing 1
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.

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 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 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.

Turn: 9 Reta/Hawkmoon269

Top of Blessing Discard Pile: Blessing of Nethys

Top Blessing:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Tup)
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 Poog)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 12 Qualzar Furryface)
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 4 (Turn 13 Zetha Thunderstealer)
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 Reepazo)
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 6 (Turn 15 Reta)
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 7 (Turn 16 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 17 Poog)
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.

Blessings Deck Card 9 (Turn 18 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 19 Zetha Thunderstealer)
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 11 (Turn 20 Reepazo)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 21 Reta)
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 13 (Turn 22 Tup)
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 Poog)
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 24 Qualzar Furryface)
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 25 Zetha Thunderstealer)
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 Reepazo)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 27 Reta)
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 28 Tup)
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 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Abyssal River
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1

Abyssal River Card 1:
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.

Abyssal River Card 2:
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.

Abyssal River Card 3:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Abyssal River Card 4:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Abyssal River Card 5:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

Abyssal River Card 6:
Hepzamirah
Villain Monster 4

Traits
Outsider
Giant
Cleric
Mythic

Check
Combat
34
THEN
Combat
30

Powers
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.

Abyssal River Card 7:
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.

Abyssal River Card 8:
Putrid Ooze
Monster 4

Traits
Ooze
Aquatic

Check
Combat
22
OR
Dexterity
16

Powers
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.

Abyssal River Card 9:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Abyssal River Card 10:
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.

Grinder
Traits: Abyssal
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location; then banish the Grinder.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Qualzar
Notes: Flip side: "The difficulty to defeat a bane is increase by 5. If you defeat a bane, flip this card."

Grinder Card 1:
Bloodscent
Spell 1

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6

Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Grinder Card 2:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Grinder Card 3:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Grinder Card 4:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Grinder Card 5:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Grinder Card 6:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Qlippoth Runestone
Traits: Abyssal
At This Location: After you explore, succeed at a Wisdom 9 check or move to a random other location.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: The difficulty of any check against a villain at any location is decreased by 3.
M:4 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Qlippoth Runestone Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Qlippoth Runestone Card 2:
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.

Qlippoth Runestone Card 3:
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.

Qlippoth Runestone Card 4:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Qlippoth Runestone Card 5:
Scizore
Weapon C

Traits
Scizore
Shield
Melee
Piercing
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Qlippoth Runestone Card 6:
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.

Qlippoth Runestone Card 7:
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.

Qlippoth Runestone Card 8:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Qlippoth Runestone Card 9:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Qlippoth Runestone Card 10:
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.

Locust Shrine
Traits: Abyssal
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Zetha

Locust Shrine Card 1:
Vescavor Swarm
Henchman Monster C

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Locust Shrine Card 2:
Hellmouth Lash
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

Powers
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.

Locust Shrine Card 3:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

Powers
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Locust Shrine Card 4:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Locust Shrine Card 5:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Locust Shrine 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.

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Reepazo,

Wounded Lands Card 1 - Constrictor Snake:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Wounded Lands Card 2:
Abyssal Shortcut
Barrier 4

Traits
Temptation
Abyssal

Check
None
0

Powers
Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Wounded Lands Card 3:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Wounded Lands Card 4:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

Torture Chamber Card 1:
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.

Torture Chamber Card 2:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Torture Chamber Card 3:
Will-O'-Wisp
Monster 3

Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Torture Chamber Card 4:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.

Torture Chamber Card 5:
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.

Torture Chamber Card 6:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Torture Chamber Card 7:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Torture Chamber Card 8:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 9:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

Powers
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Torture Chamber Card 10:
Gift of Nocticula
Barrier 4

Traits
Temptation
Deity
Demon

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Molten Pool
Traits: Abyssal
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2
Located here: Tup
Notes: Create Mindscape displayed
Faxon = Deliverance

Molten Pool Card 1:
Drocha Swarm
Monster 3

Traits
Undead
Swarm
Incorporeal

Check
Combat
20
OR
Wisdom
Divine
17

Powers
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.

Molten Pool Card 2:
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.

Molten Pool Card 3:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Molten Pool Card 4:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Molten Pool Card 5:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 6:
Ring of Reflection
Item 4

Traits
Accessory
Magic

Check
Constitution
Fortitude
12

Powers
When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

Molten Pool Card 7:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Molten Pool Card 8:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Molten Pool Card 9:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Molten Pool Card 10:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Harvester's Pit
Traits: Abyssal
At This Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
M:3 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta, Poog

Harvester's Pit Card 1:
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.

Harvester's Pit Card 2:
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.

Harvester's Pit Card 3:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

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

Harvester's Pit Card 4:
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.

Harvester's Pit Card 5:
Vescavor Swarm
Henchman Monster B

Traits
Outsider
Vermin
Swarm
Veteran

Check
Combat
11

Powers
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.

Harvester's Pit Card 6:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Harvester's Pit Card 7:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Harvester's Pit Card 8:
Fiery Glare
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.


It's still Reepazo's turn, and the current blessing is Blessing of the Ancients.


Spreadsheet Mustached Gnomblin Sorcerer 6

The Demonic Fly deals 1 Acid damage to Qualzar on his turn after being defeated (discards Crown of Charisma). Updated hand:

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Safe Harbor, Blessing of Iomedae 2, Sage, Swipe, Blackcloth Armor, Apprentice, Good Omen,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:
Mythic Charges: 4

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 7 [ ] 8
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
[x] You automatically suceed at your check to recharge a spell ([ ] or an item that has the Magic trait) .
[ ] When you would take damage before you act, you may discard ([ ] or recharge) a card to reduce that damage to 0.
[x] Add 2 ([ ] 4) to your check to acquire an ally or to defeat a summoned monster.
[ ] You gain the skill Stealth: Charisma +2.

Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

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