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Give Will o wisp to Reta, draw Enchanted Fang.
Drawing 3 random monsters from the box: Mist Horror, Mad Knight, Greater Shadow
Zetha watches while Reta fights evil crocodile and eviler horse. She helps by giving her a Rat Swarm to hold. Enjoy!
Then Zetha starts looting the harem. She finds a Nahyndrian Elixer. She is thirsty so she grabs it and drinks it.
Int 10, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 3 ⇒ (1) + 7 + 2 + 3 = 13
Displaying Nahyndrian Elixer. At start of turn, I can bury cards to get mythic charges.
When she looks for more loot, a Lust Demon appears and tries to seduce her. But it is not blue, so Zetha is not interested. She casts Enchanted Fang and attacks!
Combat 20, using Ahtez to use Stealth + Stalking Armor + Mythic + Ice Chemist + Enchanted Fang: 1d10 + 4 + 7 + 2 + 3 + 1d4 + 1d4 ⇒ (7) + 4 + 7 + 2 + 3 + (1) + (1) = 25
Arcane 7 fang recharge: 1d10 + 2 ⇒ (8) + 2 = 10
Location closed. Have to end turn due to location.
Reta, during your turn, I will banish a monster to move to the new location, then at your turn end give you a monster.
Hand: Stalking Armor, Quarterstaff of Vaulting, Ice Chemist, Blessing of Pharasma (2 dice if spell played), Stone Skin, Monster - Mad Knight, Monster - Greater Shadow
Displayed: Lamashtu's Bauble, Ahtez, Nahyndrian Elixer
Deck: 8 Discard: 3 Buried: 1Mythic 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). (☐ 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.

Reta Hawkmoon |

Reta flips Abadar. She moves to the Rapture of Rupture, the Zetha comes over two. Team Greatest and Sneakiest is crushing this.
Reta explores and finds a Mastiff.
Wisdom 5: 1d6 + 1 ⇒ (2) + 1 = 3
But Goblins don't like dogs, so Reta chases it away. Poog leads her on. Discard (recharge) Poog to explore. But like the bad leader he is, he leads her right to some writing. What are you thinking Poog?
Reta has no more ways to explore right now and wants to play pass the monster with Zetha for a moment.
Ending her turn, she takes Greater Shadow from Zetha, who can draw a new card. She discards Rat Swarm and Greater Shadow when she resets.
Skills and Powers:Hand: Bombardier Bow, Humanbane Crossbow +2, Starbow, Black Spot, Pot Helm, Mighty Gugmuff XXXIISkills STRENGTH d8
DEXTERITY d10+2
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
Deck: 12 Discard: 4 Buried: 1 Displayed: 4
Notes: 4 Mythic ChargesSlaying Bolts Traits: Animal, Aquatic
Assistance: Humanbane Crossbow +2 (1d4+1/1d8 if human bane distant combat), Starbow (1d4 distant combat), Mighty Gugmuff XXXII (1d4+3 local combat), Pot Helm (1d4 local combat), Poog (3+Fire), Black Spot (1+AD#)
BR: Banish cards 1 and 2.

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Hand update: Stalking Armor, Quarterstaff of Vaulting, Ice Chemist, Blessing of Pharasma (2 dice if spell played), Blessing of Abadar (2 dice for barrier), Stone Skin
Draw Worm Demon, Carrion Golem, 1 other monster
Zetha follows Reta, finding another Putrid Ooze! Goblins must smell tasty to oozes.
BYA: 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.
Stealth 11 + Stalking Armor + Mythic: 1d10 + 7 + 2 + 3 ⇒ (6) + 7 + 2 + 3 = 18
Waiting for Reta's check.

Reta Hawkmoon |

Putrid Ooze BYA
Dexterity 11: 1d10 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Failed
Acid Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Zetha plays Stone Skin

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Retcon: banish a monster to deal with location start power.
The ooze gets Reta! Zetha casts Stone Skin to save her since she is the sneakiest helper.
Arc 9 Recharge: 1d10 + 2 ⇒ (2) + 2 = 4
Combat 22, using Ahtez to use Stealth + Stalking Armor + Mythic + Ice Chemist: 1d10 + 4 + 7 + 2 + 3 + 1d4 ⇒ (1) + 4 + 7 + 2 + 3 + (2) = 19
Use Ahtez to reroll d10 that was 1: 1d10 ⇒ 6
Zetha continues exploring. (via blessing) She meets an Unfettered Imp.
Arcane 7: 1d10 + 2 ⇒ (3) + 2 = 5
He runs away though.
Hand: Stalking Armor, Quarterstaff of Vaulting, Ice Chemist, Blessing of Pharasma (2 dice if spell played), Monster: Worm Demon, Monster: Carrion Golem
Displayed: Lamashtu's Bauble, Ahtez, Nahyndrian Elixer
Deck: 7 Discard: 5 Buried: 1Mythic 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). (☐ 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.

Reta Hawkmoon |

Reta fails the Charisma checks and moves.
Random location: 1d4 ⇒ 4
Nowhere.
\She explores and sees a Ghoul.
Reveal Humanbane Crossbow +2
Combat 11: 1d10 + 4 + 1d1 + 2 + 4 ⇒ (5) + 4 + (1) + 2 + 4 = 16
It is defeated and goes on the bolts.
Reta buries Greater Shadow to examine Charm Monster. She explores and tears it to pieces.
She then ends her turn.
Skills and Powers:Hand: Bombardier Bow, Humanbane Crossbow +2, Starbow, Black Spot, Pot Helm, Mighty Gugmuff XXXIISkills STRENGTH d8
DEXTERITY d10+2
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
Deck: 12 Discard: 3 Buried: 2 Displayed: 5
Notes: 4 Mythic ChargesSlaying Bolts Traits: Animal, Aquatic
Assistance: Humanbane Crossbow +2 (1d4+1/1d8 if human bane distant combat), Starbow (1d4 distant combat), Mighty Gugmuff XXXII (1d4+3 local combat), Pot Helm (1d4 local combat), Poog (3+Fire), Black Spot (1+AD#)
BR: Card 5 on my bolts. Card 6 is banished.

Qualzar 1006 |

Qualzar shuffles back to his deck the Apprentice and the Surgeon during Reepazo's turn.
On his turn, Qualzar moves to the Molten Pool and encounters a Blessing of Pulura (auto acquire CHA 7).
He then asks his Sage to help him locate the bad guys, and finds a Corroded Helm. Constitution 3 with Codex: 2d4 ⇒ (3, 4) = 7 Acquired. Knowledge 10: 1d10 + 2 + 3 ⇒ (2) + 2 + 3 = 7 Codex discarded.
He asks Pulura for guidance (discarding Corroded Helm), and finds a Poisoned Spike Pit Trap. Perception 8+4=12 with Blessing of Iomedae discarding Crown of Charisma, and Reepazo's BotGobs: 3d6 + 2 ⇒ (2, 4, 1) + 2 = 9 Fail. Combat damage: 1d4 ⇒ 3 Banish Blackcloth Armor. Poison damage: 1d4 ⇒ 3 Handwipe.
Redraws (drawing Surgeon) and ends turn. On Reepazo's turn, uses Surgeon to shuffle random card (Safe Harbor).
Hand: Blessing of Pharasma, Apprentice, Frost Ray, Wand of Treasure Finding, Scrying, Seeking Harpoon +1,
Displayed:
Deck: 3 Discard: 10 Buried: 0
Notes:
Mythic Charges: 3
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.
BR, moved to Molten Pool. Acquired card 1 and 2. Card 3 reshuffled back.

Reepazo by redeux |

Reepazo using Botgobs and discards spellsword+2 during furryface turn.
Reepazo explores Locust swarm and auto-acquires BoAscension.
Reepazo uses BoAscension to explore, and discards Blancher
Encounter Accursed Priest. Display Holy Javelin for Bug form. Use divine skill and mystic charge to fight accursed priest.
Accursed Priest DC 14 divine: 1d20 + 1d6 + 6 ⇒ (10) + (4) + 6 = 20 defeated
shuffle blancher into deck, from mystic charge, then recharge random blessing from priest (BotGobs).
Reset hand and end turn
Hand: Sacred Weapon (acquired), BoZarongel, Doghide Armor, Wand of Detect Magic, Volcanic Storm,
Deck: 6 Discard: 6 Buried: 0, Displayed: BotMasterofMasters, Cloudburst, BoAchaekek, Holy Javelin,
Notes:
Bugform Active: Y, Mythic Charges: 3, Shirt Reroll Available: Y
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +3 [X]+4 [X]+5 []+6 []+7
Divine: Wisdom +2
CHARISMA d6 +3 []+4 []+5
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- Locust card 1 aquired, card 2 banished.

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Drawing 3 random monsters from the box.
Start of turn location Cha 8, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 3 ⇒ (10) + 7 + 2 + 3 = 22
Zetha explores again, hoping to find anything but ooze. She runs across a lone Demon Hunter, somehow lost here in the abyss. Zetha decides to take it easy on this longshanks and lead him to safety, or throw him at the next demon she is running away from.
Diplo 6, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 3 ⇒ (10) + 7 + 2 + 3 = 22
Discarding to explore
Marching along, they find the elusive Gelderfang!
Reta, we both get: Before you act, each character at your location must succeed at a Combat 25 check or be dealt 1d4+1 Combat damage. I have a blessing if needed.
BYA: Combat 25, using Ahtez to use Stealth + Stalking Armor + Mythic + Ice Chemist + 1d6 Demon Hunter: 1d10 + 4 + 7 + 2 + 3 + 1d4 + 1d6 ⇒ (7) + 4 + 7 + 2 + 3 + (4) + (3) = 30
Defeat: Diplo 13, banishing monster to use Stealth + Stalking Armor + Mythic + 1d6 Demon Hunter: 1d10 + 7 + 2 + 3 + 1d6 ⇒ (7) + 7 + 2 + 3 + (3) = 22
The Gelderfang runs away howling! But he runs right to Shamira, who wants to avenge it!
Cha 16, banishing monster to use Stealth + Stalking Armor + Mythic + 1d6 Demon Hunter: 1d10 + 7 + 2 + 3 + 1d6 ⇒ (5) + 7 + 2 + 3 + (6) = 23
But Zetha is very convincing about how the Gelderfang is stupid, and goblins are way better minions of chaos, and she convinces the fire lady to let them go. She wants to challenge Reta too however... if they can work it out, goblins are free!
Hand: Stalking Armor, Quarterstaff of Vaulting, Ice Chemist, Blessing of Pharasma (2 dice if spell played)
Displayed: Lamashtu's Bauble, Ahtez, Nahyndrian Elixer
Deck: 6 Discard: 6 Buried: 2Mythic charges: 3.

BR Mork |
During This Adventure:
[u]Hepzamirah - Poog and Tup[/u]
- The servitor demon is the henchman Vulture Demon.
- In locations that have the Abyssal trait, ignore the Outsider trait on banes.
During This Scenario:
- Before setting out locations, choose the henchman Shamira, the villain Hepzamirah, or the villain The Defiled One.
- If you choose Hepzamirah, use the villain Hepzamirah and add the location Sanctum.
- During the first exploration of your turn, if you fail a check to acquire, summon and encounter the henchman Fiendish Minotaur.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
[spoiler=Random Monsters]Monster 1
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.
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 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 B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Barrier B
Traits
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 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 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 C
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
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.
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 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
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
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
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.
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
Traits
Magic
Arcane
Check
Intelligence
Arcane
12
Powers
Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.
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 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 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.
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 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 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 2
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
7
Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
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 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 B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
7
Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally 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 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.
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 B
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 8 Tup/Cartmanbeck
Top of Blessing Discard Pile: Blessing of Torag
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
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 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing C
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
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.
Harem of Adent Dreams
Traits: Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
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.
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.
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.
Monster B
Traits
Animal
Elite
Check
Combat
11
Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
Monster 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.
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.
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.
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
Notes: Kralisq
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier 2
Traits
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.
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.
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.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
12
OR
Constitution
Fortitude
10
Powers
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
Henchman Monster 4
Traits
Outsider
Demon
Check
Combat
24
THEN
Combat
24
Powers
Kralisq is immune to the Electricity and Poison traits.
Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.
If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.
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.
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.
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.
Weapon C
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
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: Poog, Tup
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

BR Mork |
During This Adventure:
[u]Shamira - Reta and Zetha[/u]
- The servitor demon is the henchman Vulture Demon.
- In locations that have the Abyssal trait, ignore the Outsider trait on banes.
During This Scenario:
- If you choose Shamira, use the villain Gelderfang. When Gelderfang is defeated and would be cornered, banish Gelderfang instead and each character summons and encounters the henchman Shamira. Then, instead of your first exploration on a turn, you may choose for all characters to summon and encounter Shamira. You win this scenario only when all characters defeat Shamira during the same turn.
Henchman Monster 4
Traits
Outsider
Demon
Fire
Mythic
Check
Combat
40
OR
Charisma
Diplomacy
16
Powers
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster B
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Monster 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 2
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Barrier 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier B
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character 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 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 C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Weapon B
Traits
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 3
Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
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 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Spell 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.
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
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.
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 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.
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
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.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Arcane
Divine
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Item 2
Traits
Object
Check
Charisma
Diplomacy
9
Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Item 2
Traits
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 4
Traits
Book
Magic
Check
Strength
Dexterity
Constitution
13
Powers
Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item C
Traits
Object
Gambling
Corrupted
Check
See Below
0
Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.
Ally 1
Traits
Human
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally 1
Traits
Mongrel
Guard
Veteran
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Ally 3
Traits
Human
Cleric
Check
None
0
Powers
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally B
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 13 Zetha Thunderstealer/Wikwocket
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 16
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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 B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
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
Rapture of Rupture
Traits: Abyssal
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta, Zetha
Villain Monster 4
Traits
Outsider
Demon
Fighter
Check
Combat
27
OR
Acrobatics
Diplomacy
13
Powers
The first time Gelderfang would be encountered, summon and build the location Rapture of Rupture, then shuffle Gelderfang into that location.
Before you act, each character at your location must succeed at a Combat 25 check or be dealt 1d4+1 Combat damage.
If undefeated, recharge all spells that have the Attack trait and weapons in your hand.
Monster C
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Barrier 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.

BR Mork |
During This Adventure:
[u]The Defiled One - Reepazo and Qualzar[/u]
- The servitor demon is the henchman Vulture Demon.
- In locations that have the Abyssal trait, ignore the Outsider trait on banes.
During This Scenario:
- If you choose The Defiled One, use the villain The Defiled One and add the location Harvester’s Pit.
- When you play a blessing, discard a card.
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 3
Traits
Aberration
Sorcerer
Check
Combat
21
OR
Knowledge
15
Powers
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
Monster C
Traits
Mongrel
Wizard
Elite
Check
Combat
0
Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Monster 3
Traits
Outsider
Demon
Check
Combat
22
Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier 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 B
Traits
Temptation
Check
None
0
Powers
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier 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.
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 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 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 3
Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
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.
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 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.
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.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 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.
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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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 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 4
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Item B
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
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 3
Traits
Accessory
Magic
Divine
Mythic
Check
Divine
11
Powers
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
Item 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
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.
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 3
Traits
Human
Cleric
Check
None
0
Powers
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
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 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 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.
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 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Turn: 6 Qualzar Furryface/yamasaki
Top of Blessing Discard Pile: Blessing of Shax
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Remaining: 24
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Harem of Adent Dreams
Traits: Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1
Notes: Kralisq, Crocodile, Man-Eating Auroch
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.
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.
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.
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.
Ally 2
Traits
Animal
Mount
Elite
Check
Wisdom
Survival
7
Powers
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
Henchman Monster 4
Traits
Outsider
Demon
Check
Combat
24
THEN
Combat
24
Powers
Kralisq is immune to the Electricity and Poison traits.
Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.
If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.
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.
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.
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.
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:0 I:1 Al:0 Bl:0 ?:1
Located here: Qualzar,
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
12
OR
Constitution
Fortitude
10
Powers
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
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.
Weapon C
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
Henchman Monster 4
Traits
Outsider
Demon
Alchemist
Mythic
Check
Combat
28
OR
Charisma
Diplomacy
Craft
14
Powers
Mutasafen is immune to the Electricity, Poison, and Fire 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, each character at your location expends a mythic charge; any character that cannot is dealt 1d4+1 Poison damage.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.
Monster B
Traits
Mongrel
Ranger
Elite
Check
Combat
0
Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Barrier 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.
Barrier 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
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:0 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Reepazo
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.
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.
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.
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.
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
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
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.
Henchman Monster 4
Traits
Lamia
Knight
Check
Combat
25
THEN
Combat
25
Powers
Before you act, each other character must succeed at a Wisdom 9 check or bury 1 card and move to your location.
If undefeated, each character at your location is dealt 2 Poison damage; bury those cards instead of discarding them.
If defeated, you may discard a card from the blessings deck to immediately attempt to close the location this henchman came from.
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.
Item B
Traits
Liquid
Mythic
Check
Wisdom
Divine
9
Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.
Weapon 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.
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.
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.
Monster C
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Monster 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.
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.

Qualzar 1006 |

Qualzar flips Blessing of Shax and discards his Seeking Harpoon as start of turn damage at the Molten Pool. He moves to the Harem and decides to Frost Ray the Crocodile. Combat 13 adding 1d6 due to Cold trait: 1d10 + 9 + 3d6 ⇒ (4) + 9 + (3, 4, 5) = 25 Dead croc.
He then uses the Wand of Treasure Finding to look for shinies, and finds a Nahyndrian Elixer (put on top of location; auto recharge Wand Arcane 10).
Draws back up (including Surgeon) and ends turn. On Reepazo's turn, uses Surgeon to heal random card (Blessing of Iomedae).
Hand: Blessing of Pharasma, Apprentice, Scrying, Safe Harbor, Bear, Frost Ray,
Displayed:
Deck: 3 Discard: 10 Buried: 0
Notes:
Mythic Charges: 3
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.
BR, Harem card 1 banished. Harem card 2 on top of location. Rest of cards in location reshuffled.

The Terrible Tup |

Tup runs over to the Molten Pool, knowing there's a trap-thingy there that might try to hurt him. He knows right where it is, so he tries to jump over the trip wire.
Using Mogmurch and my Blessing of Lamashtu against it.
Acrobatics 14: 1d8 + 3 + 1d8 + 2d6 ⇒ (4) + 3 + (8) + (4, 1) = 20
He deals with the trap handily, then sends his new buddy Gribbet to look around. Gribbet finds him a Telekinesis Trap, which Tup has seen before and knows how to magic-destroy. Requesting a blessing from Poog on this.
Arcane 12: 1d12 + 1 + 3 + 4 + 1d12 ⇒ (10) + 1 + 3 + 4 + (3) = 21 That trap is also taken care of.
Feeling pretty happy with his progress, Tup decides to look around one more time. He sends his cleric friend, who brings him back a report of two tunnels. Cleric of Nethys to examine the top 2 and pick one. Down the left one is a blessing of Pretty Goddess, and down the right one is a monstery guy who is a little bit immune to magics. Tup goes for the blessing of Pretty Goddess.
Charisma 7: 1d12 + 3 + 4 ⇒ (3) + 3 + 4 = 10
And now that he HAS the blessing of Pretty Goddess, Tup decides to go ahead after that monstery guy. First, though, he makes a fire-bubble around himself. Casting Fire Shield, then discarding Blessing of Pulura to explore that Peryton.
The Perry-ton is kinda ugly and mean-looking, so Tup decides to just burnify him. Banishing Marionette for my fire spell.
Combat 17: 1d12 + 1 + 3 + 4 + 1d8 + 1d8 ⇒ (8) + 1 + 3 + 4 + (1) + (4) = 21 The perry-ton burns good, and Tup does a little dance. Then he sits down and wait for Poog.
Free random spell is Ice Strike, spell 3. Recharge for the Fire Shield: Arcane 12: 1d12 + 1 + 3 + 4 ⇒ (2) + 1 + 3 + 4 = 10 discarded.
@Mark: Create Mindscape is still displayed at the Harem.
Hand: Ice Strike, Warhorse, Fly, Binder's Tome, Coordinated Blast, Summon Hellhounds, Twisted Space,
Displayed: Create Mindscape,
Deck: 6 Discard: 7 Buried: 1
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 4 Current die bumps: 3 Reroll: Used
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.
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.
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.
With his Fly scroll in hand, Tuppy decides to scout some more. Examining both Harem and Molten Pool. Climber's Gloves (Item 4) at the Molten Pool. Still Hepzamirah at the Harem, obvi.

Reta Hawkmoon |

Gelderfang's BYA.
Reveal Humanbane Crossbow +1
Combat 25: 1d10 + 4 + 1d10 + 2 + 4 + 4 ⇒ (7) + 4 + (5) + 2 + 4 + 4 = 26
Reta then screams at the fire hair lady, "Tell Poog who does your hair!"
Bombardier Bow, Black Spot, recharge everything in my hand, all my charges, Zetha's Pharasma.
Combat 35: 1d20 + 4 + 1d20 + 4 + 5d4 + 2d20 ⇒ (12) + 4 + (5) + 4 + (4, 4, 4, 3, 1) + (7, 12) = 60
We win.

Poog - Keith |

Tup points Poog towards some odd gloves precariously perched over a pool of lava. "Ooh, new slapping gloves." Tup does a little fiery dance. Surv 12: 1d10 + 3 + 4 + 4 ⇒ (3) + 3 + 4 + 4 = 14
"Okay, Bark Breaker, where now?" Bark Breaker leads Poog to Kralisq!
Henchman Monster 4
Traits
Outsider
Demon
Check
Combat
24
THEN
Combat
24
Powers
Kralisq is immune to the Electricity and Poison traits.
Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.
If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.
Tup needs to fight a 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.
Presumably Tup just Twists of Space that, or somehow otherwise deals without using Poog's cards.
Wall of Fire, blessed by Zarongel, using Armor of the Sands
Combat 24/28: 1d10 + 4 + 4 + 2d6 + 1d6 + 1 + 2d10 + 1d4 ⇒ (10) + 4 + 4 + (4, 3) + (2) + 1 + (3, 3) + (4) = 38
Discard Blancher, guided by Hadregash.
Combat 24: 1d8 + 3 + 4 + 2d6 + 4 + 2d6 + 1d8 ⇒ (7) + 3 + 4 + (3, 4) + 4 + (6, 6) + (3) = 40
Bury Deliverance to close, discard Climber's Gloves to damage.
Wall of Fire Recharge: 1d10 + 4 + 4 + 1d6 + 1 ⇒ (6) + 4 + 4 + (6) + 1 = 21
Bark Breaker burns: 1d2 ⇒ 2 Tup, alas - 1 Fire damage.
Poog basks in his awesomeness in the molten pool of awesome fire. "Mmm, Fire."
Hand: Cure, Spellsword +2, Fire Snake, Cauterize, Poog of Zarongel, Fiendsplitter, Scizore,
Deck: 5 Discard: 5 Buried: 7
Displayed: God of Goblin Leaders,
Notes: Mythic Charges: 4
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.
Time to bring it home. Can't help much from here right now, so may need to spend a turn to get us both over there.

The Terrible Tup |

Tup sees a demon lady coming at him, and casts a spell that makes her run down a different hallway and get lost. Twisted Space to evade the Lust Demon. Arcane 10: 1d12 + 1 + 3 + 4 ⇒ (1) + 1 + 3 + 4 = 9
Then he moves over to the Harem and waits for Poog.
Hand: Ice Strike, Warhorse, Ghost Whip, Binder's Tome, Coordinated Blast, Summon Hellhounds, Cleaving Dogslicer +2,
Displayed: Create Mindscape,
Deck: 6 Discard: 7 Buried: 1
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 4 Current die bumps: 3 Reroll: Used
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.
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.
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 by redeux |

Reepazo explores Locust shrine and encounters Arboreal Blight.
Each player summons and encounters Fiendish Tree. Reepazo assumes Furry face evades??
display BoZarongel and recharge to evade Derakni
discard Doghide armor for damage
use volcanic storm
Fiendish Tree DC 21 combat: 1d8 + 2d12 + 1d6 + 1d8 + 5 ⇒ (7) + (11, 5) + (5) + (1) + 5 = 34 defeated
Volcanic recharge 10: 1d8 + 1d6 + 5 ⇒ (8) + (3) + 5 = 16 recharged
discard sacred weapon as damage
arboreal blight: 1d20 ⇒ 10 no extra summons, arboreal blight banished
Use Wand of Detect Magic. Examine Imperial Army Greathelm which has magic treat. Encounter it.
Imperial Army Greathelm DC 8 charisma: 2d6 + 5 ⇒ (3, 5) + 5 = 13 acquired
wand recharge dc 6: 1d8 + 1d6 + 5 ⇒ (8) + (4) + 5 = 17 recharged
Draw up
Drew fly and cure. at start of next turn use Fly
examine top card of 2 locations
Locust Shrine - Barrier 3, Temptation of Sorcery
Molten Pool - Item 4, Climber Gloves
Move to Harem of Adent Dreams
recharge fly dc 10: 1d8 + 1d6 + 5 ⇒ (8) + (6) + 5 = 19
Reepazo says hi to QUalzar
Cure Qualzar: 1d4 + 1 ⇒ (4) + 1 = 5
recharge cure dc 8: 1d8 + 1d6 + 5 ⇒ (8) + (5) + 5 = 18
Remaining hand:
Hand: Blancher, BoAbraxas, Imperial Army Greathelm (acquired),
Deck: 7 Discard: 8 Buried: 0, Displayed: BotMasterofMasters, Cloudburst, BoAchaekek, Holy Javelin,
Notes:
Bugform Active: Y, Mythic Charges: 3, Shirt Reroll Available: Y
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +3 [X]+4 [X]+5 []+6 []+7
Divine: Wisdom +2
CHARISMA d6 +3 []+4 []+5
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- Locust shrine card 1 banished, card 2 acquired. Examined card 3 of locust shrine and card 1 of molten pool. moved to Harem

Poog - Keith |

Poog heads to the Harem and Cures Tup Cards: 1d4 + 1 ⇒ (1) + 1 = 2, then Cauterizes Tup (discard 1, then heal Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Then onto the villain!
"Rematch time! No more blade wall escaping for you."
Tup summons some fire puppies from hell. FIRE!
Discard Fiendsplitter, Coordinated Blast, extra Tup fire, all Mythic.
Combat 34: 1d20 + 3 + 4 + 1d20 + 1 + 1d20 + 2d6 + 1d6 + 1 + 1d20 + 4 + 4 ⇒ (4) + 3 + 4 + (18) + 1 + (8) + (6, 6) + (2) + 1 + (13) + 4 + 4 = 74
Discard: 1d4 + 1 ⇒ (1) + 1 = 2 from Poog, and the Hellhounds eat 2 from Tup.
Poog's Poog adds 3 to Tup's check.

The Terrible Tup |

Tup readies to help Poog kill Hep-ah-zah-meerah. He summons the Fire puppies, then casts a blasty spell to help Poog as well, and sets Poog on fire. Then he summons a ghosty whip to smack her to death.
Ghost Whip + summon hellhounds + Binder's tome + 3 from Poog, make 4 dice d20s.
Combat 30: 1d20 + 1 + 3 + 4 + 2d20 + 1d20 + 1d6 + 3 + 1d4 ⇒ (9) + 1 + 3 + 4 + (1, 9) + (1) + (3) + 3 + (3) = 37 Wow, that's a lot of low dice, but we still win!

Qualzar 1006 |

Bear bites it as BYA damage marking its territory on what it thought was an inocuous tree.
Combat 21 with Frost Ray: 1d10 + 9 + 2d6 ⇒ (7) + 9 + (5, 3) = 24 Fiendish tree didn't survive winter.
Apprentice, cocky as ever, didn't hear Qualzar shout "Timber!" as the tree falls on him (AYA damage).
He sees Bug Lady come to him at the Harem and heal him for 5. Thanks!
Hand: Blessing of Pharasma, Scrying, Safe Harbor,
Displayed:
Deck: 9 Discard: 7 Buried: 0
Notes:
Mythic Charges: 3
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.

Qualzar 1006 |

Qualzar flips Blessing of Nethys and proceeds to the Locust Shrine to be Tempted by Sorcery (evading Derakni). He gets Divine Blaze, Cape of Wasps, and Refuge. He picks Cape of Wasps and banishes his Crown of Charisma from his discards. If nothing else, at least there is a Spell 4 upgrade available.
He Scrys the location, looking for a Monster -- and finds the villain the Defiled One (bottom of deck).
He draws back up (drawing Surgeon), and ends his turn. During Reepazo's turn, uses Surgeon to heal random card (Apprentice).
Hand: Blessing of Pharasma, Safe Harbor, Cape of Wasps (ncd), Good Omen, Blessing of Nocticula, Sage,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Mythic Charges: 3
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.
BR, Locust Shrine cards 4-5 shuffled and card 6 at the bottom.

Reepazo by redeux |

Looks like only card 4 and 5 were in location.
Reepazo moves to Locust Shrine and explores. Finds an ally.
Druid of the Leaf DC 9 cha: 2d6 + 3 ⇒ (6, 1) + 3 = 10 acquired
Reepazo asks druid of the leaf for help in combat vs the defiled one. (+6 to combat checks, adds poison trait and ignore poison immunity this exploration)
discard blancher
Defiled One DC 28 combat: 1d12 + 5d6 + 7 + 6 ⇒ (7) + (1, 3, 1, 2, 4) + 7 + 6 = 31 success, Reepazo and Qualzar take 1 fire dmage from melee. discard helm
drew Holy Javelin from displayed cards, use holy javelin, then boabraxas. No cards left in hand to discard from scenario power
Defiled One DC 28 combat: 3d8 + 2d12 + 7 ⇒ (7, 1, 3) + (3, 9) + 7 = 30 defeated, qualzar and Reepazo take 1 more fire damage each from divine trait. reepazo has no cards to discard use mystic charge to heal blancher
Holy Javelin recharge dc 10 divine: 1d20 + 1d6 + 7 ⇒ (10) + (3) + 7 = 20 recharged
drew cure, at start of next turn, use it
Cure self: 1d4 + 1 ⇒ (4) + 1 = 5 random cards healed
Cure recharge DC 8: 1d8 + 1d6 + 6 ⇒ (3) + (1) + 6 = 10 recharged
remaining hand is:
Hand: Blancher, BotGobs, BoZarongel, Fly,
Deck: 9 Discard: 6 Buried: 0, Displayed: BotMasterofMasters, Cloudburst, BoAchaekek, Holy Javelin,
Notes:
Bugform Active: Y, Mythic Charges: 2, Shirt Reroll Available: Y
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.)
[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

Qualzar 1006 |

Blessing of Nocticula and Sage discarded as damage.
Qualzar flips Blessing of Ascension and sets up Safe Harbor at the now closed Locust Shrine. He uses his explore to recharge random cards: 1d4 + 1 ⇒ (4) + 1 = 5.
Draws back up and ends his turn.
Hand: Blessing of Pharasma, Cape of Wasps (ncd), Good Omen, Scrying, Frost Ray, Apprentice, Bear,
Displayed: Safe Harbor,
Deck: 9 Discard: 2 Buried: 0
Notes:
Mythic Charges: 3
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.

BR Mork |
During This Adventure:
[u]The Defiled One - Reepazo and Qualzar[/u]
- The servitor demon is the henchman Vulture Demon.
- In locations that have the Abyssal trait, ignore the Outsider trait on banes.
During This Scenario:
- If you choose The Defiled One, use the villain The Defiled One and add the location Harvester’s Pit.
- When you play a blessing, discard a card.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 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 B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Monster B
Traits
Outsider
Demon
Elite
Check
Combat
12
Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Barrier C
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
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 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 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 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.
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 2
Traits
Magic
Arcane
Divine
Attack
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8
Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
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 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.
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 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
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
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 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.
Item 3
Traits
Accessory
Magic
Divine
Mythic
Check
Divine
11
Powers
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
Item 2
Traits
Book
Iomedae
Check
Wisdom
Divine
9
Powers
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
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 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 B
Traits
Object
Magic
Elite
Check
Intelligence
Arcane
Craft
7
Powers
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Ally 1
Traits
Mongrel
Guard
Veteran
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Ally 1
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Ally 2
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
Traits
Animal
Check
Wisdom
Survival
10
Powers
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
Ally C
Traits
Aberration
Check
None
0
Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 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 B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Turn: 9 Reepazo/redeux
Top of Blessing Discard Pile: Blessing of Torag
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Harem of Adent Dreams
Traits: Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:3
Notes: Kralisq, Crocodile, Man-Eating Auroch
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.
Henchman Monster 4
Traits
Outsider
Demon
Check
Combat
24
THEN
Combat
24
Powers
Kralisq is immune to the Electricity and Poison traits.
Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.
If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.
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.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Ally 2
Traits
Animal
Mount
Elite
Check
Wisdom
Survival
7
Powers
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
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.
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.
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:0 I:1 Al:0 Bl:0 ?:2
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.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
12
OR
Constitution
Fortitude
10
Powers
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
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.
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.
Henchman Monster 4
Traits
Outsider
Demon
Alchemist
Mythic
Check
Combat
28
OR
Charisma
Diplomacy
Craft
14
Powers
Mutasafen is immune to the Electricity, Poison, and Fire 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, each character at your location expends a mythic charge; any character that cannot is dealt 1d4+1 Poison damage.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.
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.
Weapon C
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
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.
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
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: Reepazo, Qualzar,
Notes: Safe Harbour
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 ?:2
Notes: Horned Demon
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Henchman Monster 4
Traits
Lamia
Knight
Check
Combat
25
THEN
Combat
25
Powers
Before you act, each other character must succeed at a Wisdom 9 check or bury 1 card and move to your location.
If undefeated, each character at your location is dealt 2 Poison damage; bury those cards instead of discarding them.
If defeated, you may discard a card from the blessings deck to immediately attempt to close the location this henchman came from.

Reepazo by redeux |

Reepazo decides to stick around the shrine for some healing 1d4 + 1 ⇒ (4) + 1 = 5 heals gribbet, druid of the leaf, reformarium servant, sacred weapon, boascension
Reepazo then uses Fly to examine top card of
Harem - Nahyndrian Elixer , item 2
Molten Pool - Gift of Nocticula, temptation barrier4
Reepazo moves to Harvester Pit
Fly dc 10 divine: 1d8 + 1d6 + 6 ⇒ (8) + (5) + 6 = 19 recharged
reset hand and draw up
Hand: Blancher, BotGobs, BoZarongel, Reformarium Servant, Imperial Army Greathelm (Acquired),
Deck: 14 Discard: 1 Buried: 0, Displayed: BotMasterofMasters, Cloudburst, BoAchaekek,
Notes:
Bugform Active: Y, Mythic Charges: 2, Shirt Reroll Available: Y
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.)
[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 - examined top card of Harem and Molten Pool, moved to harvester

BR Mork |
During This Adventure:
[u]The Defiled One - Reepazo and Qualzar[/u]
- The servitor demon is the henchman Vulture Demon.
- In locations that have the Abyssal trait, ignore the Outsider trait on banes.
During This Scenario:
- If you choose The Defiled One, use the villain The Defiled One and add the location Harvester’s Pit.
- When you play a blessing, discard a card.
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 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 B
Traits
Pitborn
Demon
Rogue
Elite
Check
Combat
12
Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Monster B
Traits
Ooze
Aquatic
Elite
Check
Combat
10
OR
Dexterity
7
Powers
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Barrier 1
Traits
Curse
Veteran
Check
None
0
Powers
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
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 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 B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Weapon 3
Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Veteran
Check
Strength
Melee
11
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 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spell 2
Traits
Magic
Arcane
Divine
Mental
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
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 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.
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 B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 4
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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 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 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
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.
Item B
Traits
Instrument
Magic
Elite
Check
Melee
Ranged
Charisma
7
Powers
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
Item 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
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 4
Traits
Book
Magic
Check
Strength
Dexterity
Constitution
13
Powers
Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally B
Traits
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
Traits
Human
Hireling
Check
Intelligence
Knowledge
Charisma
Diplomacy
9
Powers
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Ally 4
Traits
Animal
Mount
Mythic
Check
Wisdom
Survival
12
OR
Charisma
Diplomacy
12
Powers
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
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.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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 C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 10 Qualzar Furryface/yamasaki
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 20
Blessings Deck
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Harem of Adent Dreams
Traits: Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:3
Notes: Kralisq, Crocodile, Man-Eating Auroch
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.
Henchman Monster 4
Traits
Outsider
Demon
Check
Combat
24
THEN
Combat
24
Powers
Kralisq is immune to the Electricity and Poison traits.
Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.
If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.
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.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
Ally 2
Traits
Animal
Mount
Elite
Check
Wisdom
Survival
7
Powers
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
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.
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.
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:0 I:1 Al:0 Bl:0 ?:2
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.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
12
OR
Constitution
Fortitude
10
Powers
Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
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.
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.
Henchman Monster 4
Traits
Outsider
Demon
Alchemist
Mythic
Check
Combat
28
OR
Charisma
Diplomacy
Craft
14
Powers
Mutasafen is immune to the Electricity, Poison, and Fire 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, each character at your location expends a mythic charge; any character that cannot is dealt 1d4+1 Poison damage.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.
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.
Weapon C
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
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.
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
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: Qualzar,
Notes: Safe Harbour
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 ?:2
Located here: Reepazo,
Notes: Horned Demon
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Henchman Monster 4
Traits
Lamia
Knight
Check
Combat
25
THEN
Combat
25
Powers
Before you act, each other character must succeed at a Wisdom 9 check or bury 1 card and move to your location.
If undefeated, each character at your location is dealt 2 Poison damage; bury those cards instead of discarding them.
If defeated, you may discard a card from the blessings deck to immediately attempt to close the location this henchman came from.

Qualzar 1006 |

Qualzar flips Blessing of Ascension and heads back to the Harem. Auto recharge Safe Harbor. He sees the potion Knowledge 10: 1d10 + 5 ⇒ (2) + 5 = 7 but doesn't know enough to make use of it. Nahyndrian Elixer banished.
He Scrys the location again for Monster and gets Kralisq and Man-Eating Auroch. Puts Kralisq on top and Auroch next; auto recharge Scrying.
Qualzar then dispatches the Bear (Animal at Harem doesn't end turn after encounter) and confronts Kralisq for round 2. Combat 24 via Frost Ray and Mythic charge: 1d20 + 9 + 2d6 ⇒ (6) + 9 + (3, 6) = 24 Just enough. Kralisq staggers and attacks again. Combat 24 with Cape of Wasps, Mythic charge, and Blessing of Pharasma discarding Good Omen: 1d20 + 2d10 + 8 + 1d6 ⇒ (3) + (1, 8) + 8 + (2) = 22 Not good enough, rerolling the 3 from the 1d20 using sleeves reroll 1d20 + 19 ⇒ (2) + 19 = 21 Worse! Cape of Wasps absorbs combat damage: 1d4 ⇒ 1. Worthless! Discards Apprentice for damage.
Draws back up including Surgeon and ends turn. On Reepazo's turn uses Surgeon to heal random card (Apprentice).
Hand: Wand of Treasure Finding, Swipe, Blessing of Iomedae, Blessing of Nocticula, Sage, Blessing of Pulura (ncd),
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Mythic Charges: 1
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.

Reepazo by redeux |

Reepazo moves to Molten Pit.
Explore, encounter, and display Gift of Nocticula
Use Reform servant to explore and finds a pair of gloves
Climber Gloves DC 10 cons: 1d12 + 1d6 + 1d4 ⇒ (9) + (2) + (3) = 14 acquired
They seem useful for climbing. Reepazo likes.
Reepazo uses Botgobs (and discard Imperial army helm) to explore.
display BoZarongel for bug form
Telekinesis trap dc 12 divine: 1d8 + 1d6 + 6 ⇒ (5) + (4) + 6 = 15 defeated
She sees some kind of dangerous trap but she is familiar with the magic.
She decides to rest.
Hand: Blancher, Sacred Weapon (acquired), Gribbet, Climber Gloves (acquired), Wand of Detect Magic,
Deck: 11 Discard: 4 Buried: 0, Displayed: BotMasterofMasters, Cloudburst, BoAchaekek, BoZarongel,
Notes:
Bugform Active: Y, Mythic Charges: 2, Shirt Reroll Available: Y
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.)
[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

Qualzar 1006 |

Qualzar decides he's had enough of the Harem and proceeds to the Harvester's Pit. He sees a Heavy Crossbow, but somehow it evades him (autofail Strength 9 BYA).
He asks his Sage for advice, and she leads him to random card in location: 1d11 ⇒ 2 The Defiled One! Temporary close Molten Pool, Reepazo.

Qualzar 1006 |

Qualzar takes on the Defiled One with Swipe and Blessing of Iomedae (discarding Blessing of Purula). Combat 28-3=25: 2d10 + 7 + 1d8 ⇒ (4, 9) + 7 + (8) = 28 Down one! But burned for 1 damage due to Divine trait (discarding Wand of Treasure Finding).
He uses the last ace on his sleeve -- Blessing of Nocticula for his Arcane Blast (using last Mythic charge to remove immunity to Mental). Combat 28: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (3) = 26 So close! Defiled One is undefeated. It attacks a second time Odd Qualzar / Even Reepazo: 1d2 ⇒ 2 Reepazo encounters The Defiled One.
After Reepazo's encounter with The Defiled One, Qualzar draws up and ends his turn.
Hand: Safe Harbor, Frost Ray, Scrying, Codex, Corroded Helm (ncd), Cape of Wasps (ncd), Apprentice,
Displayed:
Deck: 2 Discard: 10 Buried: 0
Notes:
Mythic Charges: 0
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.

Reepazo by redeux |

Reepazo uses her two remaining die bumps on Qualzar's second check. Dead is dead, even if by a hair, right?
Also, I realized I didn't get my mythic charge for defeating the villain first time, so I'll do that now from 2 to 3 charges (haven't used any since then so it wouldn't have been "lost"

Qualzar 1006 |

Yeeees! Defiled One is defeated and Harvester's Pit closed. Thanks Reepazo! (Looks around if any other goblin is present) You're the best goblin ever!
Reclaims 1 Mythic charge.

BR Mork |
During This Adventure:
[u]The Defiled One - Reepazo and Qualzar[/u]
- The servitor demon is the henchman Vulture Demon.
- In locations that have the Abyssal trait, ignore the Outsider trait on banes.
During This Scenario:
- If you choose The Defiled One, use the villain The Defiled One and add the location Harvester’s Pit.
- When you play a blessing, discard a card.
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.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster C
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Monster 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 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
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.
Barrier C
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier 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 C
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier B
Traits
Obstacle
Undead
Elite
Check
Wisdom
Divine
Stealth
11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 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 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 3
Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.
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.
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 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 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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 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.
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
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 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 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Acrobatics
9
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
Item B
Traits
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 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
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 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.
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 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.
Ally 2
Traits
Human
Hireling
Check
Intelligence
Knowledge
Charisma
Diplomacy
9
Powers
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Ally B
Traits
Human
Soldier
Check
Divine
9
OR
Charisma
Diplomacy
6
Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
Ally C
Traits
Aberration
Check
None
0
Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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: 13 Reepazo/redeux
Top of Blessing Discard Pile: 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 Remaining: 17
Blessings Deck
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Harem of Adent Dreams
Traits: Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:4
Notes: Kralisq, Crocodile, Man-Eating Auroch, Blessing of Ascension
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.
Ally 2
Traits
Animal
Mount
Elite
Check
Wisdom
Survival
7
Powers
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
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.
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.
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.
Henchman Monster 4
Traits
Outsider
Demon
Check
Combat
24
THEN
Combat
24
Powers
Kralisq is immune to the Electricity and Poison traits.
Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.
If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:3
Located here: Reepazo,
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.
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.
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.
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.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon C
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
Henchman Monster 4
Traits
Outsider
Demon
Alchemist
Mythic
Check
Combat
28
OR
Charisma
Diplomacy
Craft
14
Powers
Mutasafen is immune to the Electricity, Poison, and Fire 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, each character at your location expends a mythic charge; any character that cannot is dealt 1d4+1 Poison damage.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.
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: Safe Harbour
Harvester's Pit
At This Location:
When Closing:
When Permanently Closed:
M:4 Ba:0 W:2 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Closed
Located here: Qualzar,
Notes: Nothing good. Lots of bad.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
Spell 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.
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.
Henchman Monster 4
Traits
Lamia
Knight
Check
Combat
25
THEN
Combat
25
Powers
Before you act, each other character must succeed at a Wisdom 9 check or bury 1 card and move to your location.
If undefeated, each character at your location is dealt 2 Poison damage; bury those cards instead of discarding them.
If defeated, you may discard a card from the blessings deck to immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spell 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.
Monster C
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Item B
Traits
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.

Reepazo by redeux |

Reepazo discards sacred weapon as fire damage at start of turn. ouch!
Reepazo explores and encounters a Peryton
Use Blancher
Peryton DC 14 combat: 1d12 + 3d6 + 7 ⇒ (7) + (6, 2, 1) + 7 = 23 defeated
Use Wand of detect magic. Examine a blessing of shax which is immediately encounted and auto-succed check to acquire.
wand of detect magic: 1d8 + 1d6 + 7 ⇒ (8) + (4) + 7 = 19 recharged
Use Gribbet to explore. Find a Mongrel Ranger. Gribbet lets me evade and examine top 2 cards.
gribbet examine: 1d5 + 2 ⇒ (1) + 2 = 3
gribbet examine: 1d5 + 2 ⇒ (1) + 2 = 3 retry
gribbet examine: 1d5 + 2 ⇒ (1) + 2 = 3 retry
gribbet examine: 1d5 + 2 ⇒ (4) + 2 = 6
mongrel ranger and Scythe put on top of molten pool. rest is shuffled.
reset hand and end turn
Hand: Blancher, Spellsword+2, BoAscension (acquired), Climber Gloves (acquired), Blessing of Shax (acquired),
Deck: 10 Discard: 6 Buried: 0, Displayed: BotMasterofMasters, Cloudburst, BoAchaekek, BoZarongel,
Notes:
Bugform Active: Y, Mythic Charges: 3, Shirt Reroll Available: Y
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +3 [X]+4 [X]+5 []+6 []+7
Divine: Wisdom +2
CHARISMA d6 +3 []+4 []+5
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
Going to spend my next turn moving to Harvester Pit and healing. So if Qualzar wants to go twice in a row i think that should be OK. I think we should try to focus on molten pool next, because if villain is at Harem I'll never be able to help on the checks due to the temp close wiping me out. Also i did encounter a blessing at Molten Pool so if we find one more blessing I think we know the villain is at Harem.
Since Qualzar is planning to heal with safe harbor, I'll just do my turn now under spoilers
Then move to harvester pit to heal.
heal reepazo: 1d4 + 1 ⇒ (4) + 1 = 5 heal greathelm, botgobs, climber gloves, reformarium servant, gribbet.
Reset hand and end turn At harvester pit.
New hand is:
Hand: Blancher, Poog of Zarongel, BoAscension (acquired), Cure, Blessing of Shax (acquired),
Deck: 15 Discard: 1 Buried: 0, Displayed: BotMasterofMasters, Cloudburst, BoAchaekek, BoZarongel,
Notes:
Bugform Active: Y, Mythic Charges: 3, Shirt Reroll Available: Y
Since I drew Cure, if Qualzar needs another healing I can use it before he moves to Harem/Molten pool. 1d4+1 would be shuffled

BR Mork |
During This Adventure:
[u]The Defiled One - Reepazo and Qualzar[/u]
- The servitor demon is the henchman Vulture Demon.
- In locations that have the Abyssal trait, ignore the Outsider trait on banes.
During This Scenario:
- If you choose The Defiled One, use the villain The Defiled One and add the location Harvester’s Pit.
- When you play a blessing, discard a card.
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.
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 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 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.
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 1
Traits
Human
Cavalier
Veteran
Check
Combat
13
Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.
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 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 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 4
Traits
Temptation
Check
None
0
Powers
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
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
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 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 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 1
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Spell 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
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 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 1
Traits
Magic
Arcane
Divine
Elite
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6
Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Spell 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.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Arcane
Divine
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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 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
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 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
7
Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Item 2
Traits
Object
Check
Charisma
Diplomacy
9
Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Ally 2
Traits
Minotaur
Hireling
Elite
Check
Banish a
weapon
0
Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
Ally 2
Traits
Human
Hireling
Check
Intelligence
Knowledge
Charisma
Diplomacy
9
Powers
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Ally 2
Traits
Minotaur
Hireling
Elite
Check
Banish a
weapon
0
Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.
Ally 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Ally B
Traits
Human
Inquisitor
Check
Knowledge
6
OR
Charisma
Diplomacy
8
Powers
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.
Blessing C
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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: 16 Qualzar Furryface/yamasaki
Top of Blessing Discard Pile: Blessing of Abadar
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 14
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Harem of Adent Dreams
Traits: Abyssal
At This Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:4
Notes: Kralisq, Crocodile, Man-Eating Auroch, Blessing of Ascension
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.
Ally 2
Traits
Animal
Mount
Elite
Check
Wisdom
Survival
7
Powers
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
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.
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.
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.
Henchman Monster 4
Traits
Outsider
Demon
Check
Combat
24
THEN
Combat
24
Powers
Kralisq is immune to the Electricity and Poison traits.
Before you act, each other character at your location must summon and encounter the henchman Lust Demon. For each demon that is not defeated, the difficulty of checks to defeat Kralisq is increased by 4.
If defeated, you may bury a non-Basic card to immediately attempt to close the location this henchman came from.
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
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.
Weapon C
Traits
Scythe
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.
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.
Henchman Monster 4
Traits
Outsider
Demon
Alchemist
Mythic
Check
Combat
28
OR
Charisma
Diplomacy
Craft
14
Powers
Mutasafen is immune to the Electricity, Poison, and Fire 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, each character at your location expends a mythic charge; any character that cannot is dealt 1d4+1 Poison damage.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.
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
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:
Harvester's Pit
At This Location:
When Closing:
When Permanently Closed:
M:4 Ba:0 W:2 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Closed
Located here: Qualzar, Reepazo,
Notes: Nothing good. Lots of bad.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
Spell 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.
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.
Henchman Monster 4
Traits
Lamia
Knight
Check
Combat
25
THEN
Combat
25
Powers
Before you act, each other character must succeed at a Wisdom 9 check or bury 1 card and move to your location.
If undefeated, each character at your location is dealt 2 Poison damage; bury those cards instead of discarding them.
If defeated, you may discard a card from the blessings deck to immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spell 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.
Monster C
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Item B
Traits
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.

Qualzar 1006 |

Qualzar flips Blessing of Abadar and sets up Safe Harbor at the Harvester's Pit. He uses his first explore to recharge random cards from discards: 1d4 + 1 ⇒ (2) + 1 = 3 to his deck. Ends turn by drawing Surgeon.
On his next turn, he flips Blessing of Baphomet, recharges Safe Harbor back to his deck, uses Surgeon to heal random card (Wand of Treasure Finding), and Scrys the Molten Pool for Monster (third card is Blessing of Iomedae). Shuffling the location and Mongrel is set aside and put at the bottom.
He gets cured by Reepazo for 1d4 + 1 ⇒ (1) + 1 = 2 before heading to Molten Pool. Blessing of Gozreh and Bear shuffled in deck.
He explores and finds Molten Pool card: 1d3 + 1 ⇒ (2) + 1 = 3 Blessing of Iomedae (auto acquired).
He stops to rest and gets his Blessing of Iomedae.
Hand: Frost Ray, Codex, Corroded Helm (ncd), Cape of Wasps (ncd), Apprentice, Blessing of Iomedae (ncd), Blessing of Iomedae,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:
Mythic Charges: 1
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.

Reepazo by redeux |

cure dc 8 divine: 1d8 + 1d6 + 7 ⇒ (5) + (5) + 7 = 17 recharged
Reepazo joins Qualzar at Molten pool
"Nice trick there! See bad, bye bad!"
Reepazo explores the molen pool
rolling 1d3. mongrel ranger is on bottom. and skipping card 3 which was already acquired.
random explore: 1d3 ⇒ 1
Reepazo finds a scythe
Scythe Melee 9: 1d12 + 1d6 + 3 ⇒ (12) + (3) + 3 = 18 scythe acquired
Reepazo uses Boascension to gain a mythic charge, and discard Scythe as scenario damage.
Reepazo explores again, with help from poogy
random explore: 1d2 ⇒ 2 poison spiked trap
Poog falls into a poison trap. Reepazo tries to dodge it.
Poison Trap DC 12 wis: 1d8 + 1d6 + 6 ⇒ (7) + (1) + 6 = 14 banished, free explore
Remaining cards are henchmen and Mongrel ranger on bottom. So Encountering Henchman.
Reepazo discards Blancher, then discards blessing of shax. no remaining cards to discard for scenario tax.
Mutasafen DC 28 combat: 3d12 + 5d6 + 7 ⇒ (1, 6, 6) + (4, 5, 6, 1, 2) + 7 = 38 +1 from blancher, but whose counting?
Reepazo works up a viscous fury with the pick and pierces the demon alchemest a dozen times. gain mythic charge and immediately expend it to perm close
Reepazo is dealt 5 fire damage. no cards in hand. it is permanently closed.
Reepazo feeling pretty beat up from the heat, takes a rest.
At end of turn, reepazo draws fly. uses fly to examine top card of harvester pit and harem. Only one that matters it he villain spotted at the harem. Reepazo uses fly to move to Harem where she awaits the bearded ones mark.
Fly dc 10 divine: 1d8 + 1d6 + 7 ⇒ (5) + (1) + 7 = 13 recharged
after her check to recharge, use bug form to draw BoAchaekek, BoZarongel, and BotMasterofMasters :D
Remaining hand is:
Hand: Volcanic Storm, Holy Javelin, Scizore, BoAbraxas, BotMasterofMasters, BoAchaekek, BoZarongel,
Deck: 13 Discard: 6 Buried: 0, Displayed: Cloudburst,
Notes:
Bugform Active: Y, Mythic Charges: 4, Shirt Reroll Available: Y
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
Qualzar, if you're ready, take the villain. I can give you +2 die with Achaekek. I'll discard scizore for the scenario rule, and i'd discard one of my spells for the villain damage. THen i can take the second check and get +2 die on that and dump 4 mystic tokens into it.

Qualzar 1006 |

Qualzar moves excitedly to the Harem (but not before his Codex gets burned in the Molten Pool).
He faces the Defiled One. Combat 28 with Frost Ray, Mythic charge, Apprentice, and Blessings of Iomedae discarding Corroded Helm and of Achaekek of Reepazo: 1d20 + 3d10 + 7 + 3d6 ⇒ (13) + (10, 4, 9) + 7 + (5, 4, 3) = 55 Down one!
Reepazo your turn. I have Blessing of Iomedae for your check (discarding Cape of Wasps).

Reepazo by redeux |

use BoAchaekek for Qualzar, discard Scizore for scenario rule, and discard MasterofMasters for Villain damage
Reepazo uses Holy Javelin, BoAbraxas, and discards BoZarongel for corrupted damage and Volanic storm for scenario rule. Then dump 4 mystic charges into this. 3d8+2d12+1d6+8 before mystic charges.
oh, forgot qualzars blessing, so another d8
Defiled One DC 28 combat: 4d20 + 2d8 + 1d6 + 8 ⇒ (6, 10, 19, 17) + (5, 3) + (5) + 8 = 73 Reepazo isn't happy with the 6 on the d20, so use 1x scenario reroll.
Defiled One DC 28 combat: 1d20 + 67 ⇒ (15) + 67 = 82 BOOOooOOM!!
We win!

BR Mork |
DEVELOPMENT:
Hepzamirah, Shamira, the Defiled One—all of them guarded the secret of your escape. You made the only decision you could-carefully choosing which to wrest that information from ALL OF THEM. Now you head to the rift that will provide your voyage home: the Midnight Fane. In this realm of grim places, this might be the grimmest of all. A wall of crimson fire surrounds the Fane. Demons and other foul creatures await you beyond the flames, where you must face hazards like none you have seen before in all your days.
Despite overwhelming adversity, you must seek the Heart of the Fane. If you can master that realm’s beating heart, you will control your destiny. If not, you will surely perish in the Fane.
SCENARIO REWARD:
You may earn only one of the following, even if you replay the scenario.
• If the party defeated Shamira, for the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the loot Firebow.
• If the party defeated Hepzamirah, for the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Fasciculus Labyrinthum.
• If the party defeated The Defiled One, for the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Talisman of True Faith.
At the end of each scenario, return the loot to the game box.
Loot Weapon 4
Traits
Bow
Ranged
Piercing
2-Handed
Fire
Magic
Mythic
Check
0
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 4; you may additionally recharge this card to add another 2d6. You may expend a mythic charge to ignore a bane's immunity to the Fire trait on the check. If not proficient with weapons, the difficulty of the check is increased by 4.
If proficient with weapons, you may discard this card to add 1d6+2 and the Fire trait to a combat check by a character at another location.
Loot Item 4
Traits
Book
Magic
Corrupted
Check
0
Powers
Reveal this card to add 2d4 to your check against a bane that has the Minotaur trait.
Discard this card to ignore any effect that would move you to a random location.
After playing this card, if it does not have the Corrupted trait, succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Loot Item 4
Traits
Accessory
Magic
Divine
Check
0
Powers
Recharge this card to ignore the Abyssal trait on a location until the end of the turn.
You may reveal a blessing to add its traits to this card until the end of the turn.
You may treat this card as if it has the same powers as the top card of the blessings discard pile.
Characters who have completed their fourth scenario at this tier gain a Card feat.
ACQUIRED CARDS:
Reepazo and Qualzar:
Weapon C Scizore
Weapon C Scythe
Spell 4 Cape of Wasps
Spell B Sacred Weapon
Armor 2 Imperial Army Greathelm
Armor B Corroded Helm
Item 4 Climber's Gloves
Ally 3 Druid of the Leaf
Blessing C Blessing of Ascension
Blessing C Blessing of Iomedae
Blessing B Blessing of Pulura
Blessing B Blessing of Shax
Reta and Zetha:
Item 2 Nahyndrian Elixer
Ally C Bat
Ally B Demon Hunter
Blessing C Blessing of Ascension
lol
Poog and Tup:
Weapon C Scizore
Spell 3 Fire Shield
Spell 3 Ice Strike
Spell 4 Pillar of Life
Item 4 Climber's Gloves
Ally 2 Warhorse
Blessing B Blessing of Pulura

Reta Hawkmoon |

I see you have all learned so much from my leadership.
Reta doesn't want any of that crap.

Reta Hawkmoon |

I'm taking blessing for my card feat and taking Blessing of Lady Lastbreath to fill in the gap.
This fane place sounds a lot like the perfect place for Poog and Tup to rent an apartment together and start a goblin version of The Odd Couple.

Qualzar 1006 |

Qualzar with take a Blessing card feat, and put in a Blessing 2 (Abadar) to fill the gap. He will also take Armor 2 (Blackcloth Armor) and Item 2 (Ivory Dice), to replace his banished armor and item.
Item 4 for deck upgrade, replacing Codex with Rabbit's Foot.