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

Game Master MorkXII

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

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

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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


The Defiled One
Spoiler:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

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


Lust Demon
Spoiler:
Lust Demon
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
20

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


Ash Giant Thug
Spoiler:
Ash Giant Thug
Henchman Monster 4

Traits
Giant
Barbarian

Check
Combat
27
OR
Arcane
Divine
18

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


Derakni
Spoiler:
Derakni
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
13

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


Harvester
Spoiler:
Harvester
Henchman Monster 4

Traits
Outsider

Check
Combat
27

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


Brimorak
Spoiler:
Brimorak
Henchman Monster 2

Traits
Outsider
Demon
Veteran

Check
Combat
12

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


Cultist of Baphomet
Spoiler:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Cultist of Deskari
Spoiler:
Cultist of Deskari
Henchman Monster 1

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Wight
Spoiler:
Wight
Henchman Monster B

Traits
Undead
Wight

Check
Combat
10
OR
Wisdom
Divine
8

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


Corrupted Soldier
Spoiler:
Corrupted Soldier
Henchman Monster B

Traits
Human
Soldier
Veteran

Check
Combat
9
OR
Charisma
Diplomacy
6

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


Fiendish Tree
Spoiler:
Fiendish Tree
Henchman Monster B

Traits
Plant
Demon
Veteran

Check
Combat
13

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


Ulkreth
Spoiler:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

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


Ivory Templar
Spoiler:
Ivory Templar
Henchman Monster 3

Traits
Human
Paladin

Check
Combat
20

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


Stringy Fiend
Spoiler:
Stringy Fiend
Henchman Barrier 5

Traits
Outsider
Fiend

Check
Combat
33

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

Ravener Terendelev
Spoiler:
Ravener Terendelev
Henchman Monster 6

Traits
Undead
Dragon
Mythic

Check
Combat
30
THEN
Combat
35

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


Acquired Shinies


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During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollystra Zadrian
Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

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Random Monsters:
Monster 1
Spoiler:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Monster 2
Spoiler:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Monster 3
Spoiler:
Worldwound Grub
Monster 6

Traits
Demon
Vermin
Mythic

Check
Combat
28
THEN
Combat
30

Powers
The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
After you act, each character at your location is dealt 2d4 Force damage.

Monster 4
Spoiler:
Deacon of Death
Monster 4

Traits
Outsider

Check
Combat
30

Powers
The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.

Monster 5
Spoiler:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Random Barriers:
Barrier 1
Spoiler:
Rallying Cry
Barrier C

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Barrier 2
Spoiler:
Deal with a Demon
Barrier 5

Traits
Temptation
Demon

Check
None
0

Powers
Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

Barrier 3
Spoiler:
Glimmer of Hope
Barrier 3

Traits
Temptation

Check
None
0

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

Barrier 4
Spoiler:
Rasping Rift Portal
Barrier 6

Traits
Obstacle
Magic
Arcane

Check
Intelligence
Arcane
Knowledge
Divine
18

Powers
If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Barrier 5
Spoiler:
Mythic Glyph
Barrier 4

Traits
Trap
Magic
Arcane
Mythic

Check
Arcane
Divine
17
OR
Intelligence
Knowledge
Stealth
14

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

Random Weapons:
Weapon 1
Spoiler:
Blackaxe
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran

Check
Strength
Melee
12

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

Weapon 2
Spoiler:
Force Sling +3
Weapon 6

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

Weapon 3
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Weapon 4
Spoiler:
Holy Glaive of Speed
Weapon 5

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

Weapon 5
Spoiler:
Spirit Blade
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Protect
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Icy Prison
Spell 5

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
Wisdom
Divine
12

Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3
Spoiler:
Hellmouth Lash
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

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

Spell 4
Spoiler:
Steal Soul
Spell 3

Traits
Magic
Arcane
Divine
Attack

Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10

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

Spell 5
Spoiler:
Divine Blaze
Spell 4

Traits
Magic
Divine
Attack
Fire

Check
Wisdom
Divine
12

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

Random Armors:
Armor 1
Spoiler:
Spiritwalk Armor
Armor 5

Traits
Light Armor
Magic
Mythic

Check
Constitution
Fortitude
Stealth
11

Powers
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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 2
Spoiler:
Eagle Knight Dress Uniform
Armor 1

Traits
Heavy Armor
Veteran

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 3
Spoiler:
Helm of the Valkyrie
Armor 1

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
6

Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Pauldrons of Unflinching Fortitude
Armor 5

Traits
Heavy Armor
Magic
Mythic

Check
Constitution
Fortitude
13

Powers
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Staff of the Heirophant
Item 6

Traits
Staff
Magic
Divine
Mythic

Check
Wisdom
Divine
17

Powers
Reveal this card and recharge a spell that has the Divine trait to add 1d8 to any check by a character at your location.
Display this card. While displayed, when you recharge a spell that has the Divine trait after playing it, you may expend a mythic charge to put that spell on top of this card. At the end of the turn, put this card and any cards on it on top of your deck.

Item 2
Spoiler:
Knight's Pennon
Item 2

Traits
Object

Check
Charisma
Diplomacy
9

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

Item 3
Spoiler:
Nectar of the Gods
Item B

Traits
Liquid
Mythic

Check
Wisdom
Divine
9

Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Item 4
Spoiler:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Item 5
Spoiler:
Iron Shackles
Item 5

Traits
Object
Magic

Check
Dexterity
Disable
13

Powers
Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

Random Allies:
Ally 1
Spoiler:
Wolf
Ally 2

Traits
Animal

Check
Wisdom
Survival
8

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

Ally 2
Spoiler:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

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

Ally 4
Spoiler:
Merchant Lord
Ally 4

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
9

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

Ally 5
Spoiler:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessing 2
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Turn: 1 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of Deskari

Top Blessing:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Qualzar Furryface)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 2 (Turn 3 Reepazo)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 3 (Turn 4 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 5 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 5 (Turn 6 Poog)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 7 Zetha Thunderstealer)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 8 Qualzar Furryface)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 8 (Turn 9 Reepazo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 10 Reta)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 10 (Turn 11 Tup)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 11 (Turn 12 Poog)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 12 (Turn 13 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 13 (Turn 14 Qualzar Furryface)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 15 Reepazo)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 15 (Turn 16 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 17 Tup)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 17 (Turn 18 Poog)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 18 (Turn 19 Zetha Thunderstealer)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 19 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 20 (Turn 21 Reepazo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 21 (Turn 22 Reta)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 22 (Turn 23 Tup)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 23 (Turn 24 Poog)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 25 Zetha Thunderstealer)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 25 (Turn 26 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 26 (Turn 27 Reepazo)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 27 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 28 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 29 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

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

Cavern Card 2:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

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

Cavern Card 3:
Demon Armor
Armor 5

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
11

Powers
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 4:
Dominion Scientist
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.

Cavern Card 5:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

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

Cavern Card 6:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

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

Cavern Card 7:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Cavern Card 8:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Cavern Card 9:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Cavern Card 10:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:3 Ba:1 W:3 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Corruption Forge Card 1:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Corruption Forge Card 2:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 3:
Evocation Staff
Item 5

Traits
Staff
Attack
Arcane
Magic

Check
Intellgence
Arcane
14

Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Corruption Forge Card 4:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 5:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 6:
Tarry Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
21

Powers
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Corruption Forge Card 7:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 8:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 9:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Corruption Forge Card 10:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 2:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 3:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 4:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Great Hall Card 5:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Great Hall Card 6:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 7:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 8:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 9:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 10:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

Sanctum Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 3:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 4:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 5:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 6:
Expeditious Chain Mail
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.

Sanctum Card 7:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 8:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 9:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Sanctum Card 10:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 2:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 3:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 10:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

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

Molten Pool Card 1:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Molten Pool Card 2:
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.

Molten Pool Card 3:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 4:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 5:
Fly Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
25

Powers
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Molten Pool Card 6:
Spiritwalk Armor
Armor 5

Traits
Light Armor
Magic
Mythic

Check
Constitution
Fortitude
Stealth
11

Powers
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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.

Molten Pool Card 7:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

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

Molten Pool Card 8:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Molten Pool Card 10:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

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

Torture Chamber Card 1:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

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

Torture Chamber Card 2:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

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

Torture Chamber Card 3:
Thylacine
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.

Torture Chamber Card 4:
Greed
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.

Torture Chamber Card 5:
Kimroth Otai
Ally 1

Traits
Human
Fighter

Check
Charisma
Diplomacy
7

Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

Torture Chamber Card 6:
Flensing Walls
Barrier 6

Traits
Obstacle
Magic

Check
Arcane
Divine
20
OR
Disable
17

Powers
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Torture Chamber Card 7:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Torture Chamber Card 8:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Torture Chamber Card 9:
Apocalypse Demon
Monster 6

Traits
Outsider
Demon
Mythic

Check
Combat
27
THEN
Combat
30

Powers
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Torture Chamber Card 10:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Cathederal of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1

Cathederal of Chaos Card 1:
Upasunda
Monster 5

Traits
Outsider
Fiend
Monk

Check
Combat
24

Powers
The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.

Cathederal of Chaos Card 2:
Temptation of Arms
Barrier C

Traits
Temptation

Check
None
0

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

Cathederal of Chaos Card 3:
Black Dragonhide Breastplate
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
9

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

Cathederal of Chaos Card 4:
Wand of Paralyze
Item B

Traits
Wand
Attack
Magic
Arcane
Divine
Mental

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Cathederal of Chaos Card 5:
Waxberry
Ally 5

Traits
Halfling
Cleric

Check
None
0

Powers
To acquire this card, summon and defeat the henchman Stringy Fiend.
Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

Cathederal of Chaos Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Cathederal of Chaos Card 7:
Breath of Life
Spell 5

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
13

Powers
Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Cathederal of Chaos Card 8:
Wrecker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Cathederal of Chaos Card 9:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cathederal of Chaos Card 10:
Temptation of Invincibility
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.


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

Tup confused. "When I join Pathy-finders? I thought we just do missions for money. Is we Pathy-finders now?"

Tup will start at the Chaos Cathedral, cuz that seems like a fun place.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Limp Lash, Codex of Conversations, Death's Touch, Wand of Detect Magic, Fire Barrage, Staff of Dark Flame, Blessing of Pharasma,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.


I'm going with: the Pathfinders just kinda randomly showed up, but you're willing to take charge of them too, just like you've done with pretty much everyone else so far.


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar will go the the Torture Chamber. Seems like it's the least lethal!

Also, can Q have a go with the cohort?

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Blessing of Gozreh, Vizier, Scrying, Force Sling +3, Good Omen, Life Leech, Armor of Skulls,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Mythic Charges: 6 Die Bumps: 2 Reroll Available: Y

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 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.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

Check
(Dragon)
Combat
21
THEN
(Rider)
Combat
23

Powers
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Monster 2
Spoiler:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Monster 3
Spoiler:
Berbalang
Monster 2

Traits
Undead
Incorporeal

Check
Combat
18

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

Monster 4
Spoiler:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Monster 5
Spoiler:
Cultist Archer
Monster 2

Traits
Half-Elf
Cultist
Ranger

Check
Combat
14

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

Random Barriers:
Barrier 1
Spoiler:
Temptation of Favor
Barrier 3

Traits
Temptation

Check
None
0

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

Barrier 2
Spoiler:
Gift of Shamira
Barrier 4

Traits
Temptation
Demon

Check
None
0

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

Barrier 3
Spoiler:
Mythic Glyph
Barrier 4

Traits
Trap
Magic
Arcane
Mythic

Check
Arcane
Divine
17
OR
Intelligence
Knowledge
Stealth
14

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

Barrier 4
Spoiler:
Flensing Walls
Barrier 6

Traits
Obstacle
Magic

Check
Arcane
Divine
20
OR
Disable
17

Powers
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Barrier 5
Spoiler:
Gift of Nocticula
Barrier 4

Traits
Temptation
Deity
Demon

Check
None
0

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

Random Weapons:
Weapon 1
Spoiler:
Sunsword
Weapon 6

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
14

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 2
Spoiler:
Shocking Lance +1
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 3
Spoiler:
Anarchy Hammer
Weapon 4

Traits
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic

Check
Strength
Melee
16

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

Weapon 4
Spoiler:
Skirmishing Spear
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 5
Spoiler:
Stalker's Crossbow
Weapon 4

Traits
Bow
Ranged
Piercing
Magic
Corrupted

Check
Dexterity
Ranged
11

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

Random Spells:
Spell 1
Spoiler:
Breath of Life
Spell 5

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
13

Powers
Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

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

Spell 3
Spoiler:
Death's Touch
Spell 5

Traits
Magic
Arcane
Divine
Attack

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12

Powers
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Rune of Jandelay
Spell 5

Traits
Magic
Arcane
Veteran

Check
Intelligence
Arcane
14

Powers
Display this card next to a location; if you play this card during a check, you may play another spell on the check. While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.
At the end of your turn, if you do not have have Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

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

Random Armors:
Armor 1
Spoiler:
Expeditious Chain Mail
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 2
Spoiler:
Bejeweled Helm
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
Spoiler:
Spiritwalk Armor
Armor 5

Traits
Light Armor
Magic
Mythic

Check
Constitution
Fortitude
Stealth
11

Powers
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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 4
Spoiler:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Armor 5
Spoiler:
Eagle Knight Dress Uniform
Armor 1

Traits
Heavy Armor
Veteran

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Random Items:
Item 1
Spoiler:
Monkey's Paw
Item C

Traits
Object
Gambling
Corrupted

Check
See Below
0

Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.

Item 2
Spoiler:
Dawnflower's Light
Item 2

Traits
Object
Divine
Magic

Check
Wisdom
Divine
9

Powers
Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

Item 3
Spoiler:
Knight's Pennon
Item 2

Traits
Object

Check
Charisma
Diplomacy
9

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

Item 4
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Item 5
Spoiler:
Spellbottle
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.

Random Allies:
Ally 1
Spoiler:
Retainer
Ally B

Traits
Elf
Hireling

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Ally 2
Spoiler:
Quadnys Orlun
Ally 1

Traits
Human
Wizard

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

Ally 3
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

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

Ally 4
Spoiler:
Nocticula
Ally 6

Traits
Deity
Outsider
Demon
Aristocrat
Temptation

Check
Charisma
Diplomacy
20

Powers
Banish this card to add 2d20 to any check to defeat a villain. After the encounter, if you don't win the scenario, banish your hand, deck, and discard pile.

Ally 5
Spoiler:
Celestial Unicorn
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessing 2
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessing 5
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Turn: 1 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of Deskari

Top Blessing:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Qualzar Furryface)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 2 (Turn 3 Reta)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 3 (Turn 4 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 5 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 5 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 7 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 8 Reta)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 8 (Turn 9 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 10 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 10 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 11 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 12 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 13 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 15 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 17 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 18 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 19 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 20 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 21 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 22 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 23 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 25 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 26 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 27 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 28 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 29 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Cavern Card 2:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

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

Cavern Card 3:
Demon Armor
Armor 5

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
11

Powers
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 4:
Dominion Scientist
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.

Cavern Card 5:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

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

Cavern Card 6:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

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

Cavern Card 7:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Cavern Card 8:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Cavern Card 9:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Cavern Card 10:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:3 Ba:1 W:3 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Corruption Forge Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Corruption Forge Card 2:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Corruption Forge Card 3:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 4:
Evocation Staff
Item 5

Traits
Staff
Attack
Arcane
Magic

Check
Intellgence
Arcane
14

Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Corruption Forge Card 5:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 6:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 7:
Tarry Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
21

Powers
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Corruption Forge Card 8:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 9:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 10:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Great Hall Card 2:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 3:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 4:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 5:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Great Hall Card 6:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 7:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 8:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 9:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 10:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

Sanctum Card 1:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Sanctum Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 3:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 4:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 5:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 6:
Expeditious Chain Mail
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.

Sanctum Card 7:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 8:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 9:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Sanctum Card 10:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 2:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 3:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 4:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 5:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 6:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

Abattior Card 7:
Sawtooth Sabre +2
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.

Abattior Card 8:
Mad Knight
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.

Abattior Card 9:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 10:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

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

Molten Pool Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Molten Pool Card 2:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Molten Pool Card 3:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Molten Pool Card 4:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 5:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 6:
Fly Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
25

Powers
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Molten Pool Card 7:
Spiritwalk Armor
Armor 5

Traits
Light Armor
Magic
Mythic

Check
Constitution
Fortitude
Stealth
11

Powers
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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.

Molten Pool Card 8:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

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

Molten Pool Card 9:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 10:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

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

Torture Chamber Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

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

Torture Chamber Card 2:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

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

Torture Chamber Card 3:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

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

Torture Chamber Card 4:
Thylacine
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.

Torture Chamber Card 5:
Greed
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.

Torture Chamber Card 6:
Kimroth Otai
Ally 1

Traits
Human
Fighter

Check
Charisma
Diplomacy
7

Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

Torture Chamber Card 7:
Flensing Walls
Barrier 6

Traits
Obstacle
Magic

Check
Arcane
Divine
20
OR
Disable
17

Powers
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Torture Chamber Card 8:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Torture Chamber Card 9:
Apocalypse Demon
Monster 6

Traits
Outsider
Demon
Mythic

Check
Combat
27
THEN
Combat
30

Powers
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Torture Chamber Card 10:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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


"Pathyfinders just here to worship goblins. Also stand in way of attacks and die instead of us. Good times."

Cathedral of Chaos for Poog.

Poog

Hand: Dawnflower's Kiss, Blessing of Hadregash, Blessing of Bark Breaker, Blessing of Achaekek, Wand of Flying, Samisen of Oracular Vision, Helm of Electric Radiance,
Deck: 13 Discard: 0 Buried: 0
Displayed: God of Goblin Leaders,
Notes: Mythic Charges: 6.

Skills and Powers:
SKILLS
Strength d8+6 ■+1 ■+2 ■+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10+6 ■+1 ■+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6+6 □+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. (■ Then shuffle a random card from your discard pile into your 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 draw a card.
■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d4

Poog could look at the top card of 5 locations if that were helpful ;)


Reta's Hand Greatest Leader Ever!!

Reta will start at the Corruption Forge.

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Swallowtail Bracers, Pot Helm, Slaying Bolts, Blessing of the Inheritor
Deck: 14 Discard: 0 Buried: 0 Displayed: 1
Notes: Mythic Charges: 6/6 Reroll: Not used

Grand Lodge

Female Blue Goblin Sneaker
Zetha's starting hand wrote:
Hand: Blessing of Norgorber (2 dice for boon checks), Stalking Pajamas, Blessing of Pharasma (2 dice if spell played), Stone Skin, Bound Shadow Demon, Haste, Ice Chemist

Starting at Great Hall since I can evade the servitor.

Drawing 3 random monsters from the box: Monster 3, 3, and 2

Zetha strides right up the Great Hall, to show the pathyfinders how it's done. She climbs up and jumps in through a window, right into the middle of a gathering of Duergar Cultists, arguing with a Favored of Deskari! Zetha screams and jumps back out the window. The demon follows her, until she disappears into a shadow.
Banish monster to evade servitor demon.
She reappears back inside, behind the cultists.
When you encounter: recharge hand, including monsters, draw 8.
New hand: Wand of Treasure Finding, Gargle the Vampire Bat, Cauterizing Blade, Blessing of Abadar (2 dice for barrier), Chalice of Ozem, Locate Object, Zee the Magical Child, Summon Hellhounds
Dex 12 BYA, + mythic: 1d10 + 4 + 6 ⇒ (2) + 4 + 6 = 12
The cultists fire some arrows at Zetha, but she dodges.
Combat 30, using Ahtez to use Stealth + Mythic, recharge 2 allies for 2d4, my blessing, Chalice of Ozem for d6: 2d10 + 6 + 7 + 6 + 2d4 + 1d6 ⇒ (4, 9) + 6 + 7 + 6 + (3, 1) + (6) = 42
Zetha weaves in and out of the cultists' shadows, lacerating them with her knife. They all fall, groaning and screaming. Zetha cackles victoriously.

With the cultists dead, she decides to loot the hall, as soon as she catches her breath. (Waiting so I can draw monsters)

Display Lamashtu's Bauble.

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Wand of Treasure Finding, Cleric of Nethys, Cauterizing Blade, Blessing of Iomedae (2 dice for Cha Non-combat), Locate Object, Fly, Summon Hellhounds

Displayed: Lamashtu's Bauble, Ahtez
Deck: 11 Discard: 1 Buried: 0

Mythic charges: 2/6. 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 +2
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).
Add 1d4 (☐ 1d8) to your check to acquire or recharge an ally or a spell.
Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar flips Blessing of Xoveron and explores the Torture Chamber, with Ollysta accompanying. They see a Blackfire Adept torturing a demon. Recharging hand and draws Safe Harbor, Blessing of Droskar, Transmogrify, Wand of Treasure Finding, Blessing of Nocticula, Surgeon, Blessing of Iomedae. The cultist sees them and unleashes the demon -- a Favored of Deskari. Recharging hand and draws Amulet of the Abyss, Fortune Teller, Ivory Dice, Stole of the Inheritor, Blessing of Abadar, Bear. He pushes the Fortune Teller on the way of the demon (while twisting his mustache), and makes her appear as a formidable Paladin of Iomedae against the henchman. Expending a mythic charge due to Attack trait. Combat 35 using Arcane Mental blast with Bear recharging Amulet of the Abyss: 1d10 + 1d6 + 18 + 1d20 + 2d4 ⇒ (2) + (6) + 18 + (13) + (4, 3) = 46 Success!

But the demon is not done, and stands up, seemingly still alive despite the mental might of Q. Rerolling Combat 35 due to success: 1d10 + 1d6 + 18 + 1d20 + 2d4 ⇒ (3) + (5) + 18 + (7) + (4, 2) = 39But it falls back down again, truly defeated. Regain mythic charge.

Q turns his attention to the Blackfire Adept, and he handily disposes the cultist with his Arcane might. Auto succeed Arcane 12. With an impish smile he makes the cultist believe it's perfectly safe to lie on the rack, while Q cranks it up. The anguish made Q guilty a little. Discard Ivory Dice as Mental damage.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Armor of Skulls, Life Leech, Scrying, Stole of the Inheritor, Blessing of Abadar, Blessing of Gozreh, Vizier,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes:
Mythic Charges: 6 Die Bumps: 2 Reroll Available: Y

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 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.

Torture chamber closed.


Reta's Hand Greatest Leader Ever!!

The hour is Shax.

Reta displays her Slaying Bolts.

Free exploration: Duergar Cultists
She explores at the Corruption Forge and finds some Duergar Cultists.
Scenario Power: Recharge hand (5) draw 4.
New Hand: Searing Arrows, Lizard, Mighty Gugmuff XXXII, Blessing of Shizuru
BYA: Dexterity 12
Dexterity 12: 1d10 + 3 + 6 ⇒ (4) + 3 + 6 = 13
No damage.

I'm going to have to punch this guy.
Burn a charge to gain Melee. Blessing of Shizuru. Recharge 2 allies. Using Poog's Blessing of Achaekek
Combat 30: 1d8 + 5 + 2d8 + 2d4 + 2d8 + 6 ⇒ (4) + 5 + (8, 7) + (2, 1) + (4, 5) + 6 = 42
Success
Defeated
On my bolts
Burn a charge to attempt to close.

Asking Q for Gozreh
Constitution 7: 1d8 + 1 + 2d8 ⇒ (5) + 1 + (7, 4) = 17
Closed.

Displaying Searing Arrows.

Ending my turn. I can move to someone else if they want to give me a card. Otherwise, I move to the Cavern.

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Firebow, Ophidian Armor, Poog of Zarongel, Swiftshooter, Blessing of Hadregash, Blessing of Lady Lastbreath
Deck: 12 Discard: 0 Buried: 0 Displayed: 4
Notes: Mythic Charges: 4/6 Reroll: Not used
Slaying Bolts Traits: Cultist, Dwarf, Skirmish


Restarting, because the BR isn't so bright...

During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Monster 2
Spoiler:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.

Monster 3
Spoiler:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Monster 4
Spoiler:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Monster 5
Spoiler:
Demon Eater
Monster 3

Traits
Outsider

Check
Combat
21

Powers
Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.

Random Barriers:
Barrier 1
Spoiler:
Mythic Glyph
Barrier 4

Traits
Trap
Magic
Arcane
Mythic

Check
Arcane
Divine
17
OR
Intelligence
Knowledge
Stealth
14

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

Barrier 2
Spoiler:
Rasping Rift Portal
Barrier 6

Traits
Obstacle
Magic
Arcane

Check
Intelligence
Arcane
Knowledge
Divine
18

Powers
If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Barrier 3
Spoiler:
Temptation of Sorcery
Barrier 3

Traits
Temptation

Check
None
0

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

Barrier 4
Spoiler:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Barrier 5
Spoiler:
Rallying Cry
Barrier C

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Weapon 2
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Weapon 3
Spoiler:
Heavy Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Weapon 4
Spoiler:
Traitor's Blade
Weapon 5

Traits
Knife
Ranged
Piercing
Magic
Corrupted

Check
Dexterity
Ranged
13

Powers
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

Weapon 5
Spoiler:
Scizore +3
Weapon 4

Traits
Scizore
Shield
Melee
Piercing
Magic

Check
Strength
Melee
12

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

Random Spells:
Spell 1
Spoiler:
Ice Strike
Spell 3

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12

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

Spell 2
Spoiler:
Refuge
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
13
OR
Wisdom
Divine
9

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

Spell 3
Spoiler:
Form of the Dragon
Spell 6

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
15

Powers
Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

Spell 4
Spoiler:
Hellmouth Lash
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

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

Spell 5
Spoiler:
Meteor Swarm
Spell 6

Traits
Magic
Arcane
Attack
Bludgeoning

Check
Intelligence
Arcane
15

Powers
For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Demon Armor
Armor 5

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
11

Powers
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Expeditious Chain Mail
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 3
Spoiler:
Immolation Cloak
Armor 6

Traits
Light Armor
Magic
Mythic

Check
Intelligence
Arcane
12

Powers
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Helm of the Valkyrie
Armor 1

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
6

Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Bountiful Bottle
Item 6

Traits
Item
Magic
Mythic

Check
Intelligence
Craft
13

Powers
Reveal this card to draw a loot that has an adventure deck number less than the scenario's adventure deck number from the box. You may add the loot to your hand or give it to another character.
After playing this card, banish it, or expend a mythic charge to bury it instead of banishing it.

Item 2
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Item 3
Spoiler:
Belt of Charging
Item 4

Traits
Accessory
Magic

Check
Strength
Melee
11

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

Item 4
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

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

Item 5
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

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

Random Allies:
Ally 1
Spoiler:
Quadnys Orlun
Ally 1

Traits
Human
Wizard

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

Ally 2
Spoiler:
Scribe
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 3
Spoiler:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

Ally 4
Spoiler:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

Ally 5
Spoiler:
Waxberry
Ally 5

Traits
Halfling
Cleric

Check
None
0

Powers
To acquire this card, summon and defeat the henchman Stringy Fiend.
Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

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

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Torag
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 3
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Turn: 1 Zetha

Top of Blessing Discard Pile: Blessing of Deskari

Blessings Remaining: 28
Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Reta)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 2 (Turn 4 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 5 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 7 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 8 Reta)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 7 (Turn 9 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 8 (Turn 10 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 9 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 10 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 11 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 12 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 14 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 15 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 16 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 17 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 18 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 19 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 20 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 21 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 22 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 23 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 25 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 26 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 27 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 28 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

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

Cavern Card 2:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Cavern Card 3:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Cavern Card 4:
Demon Armor
Armor 5

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
11

Powers
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 5:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Cavern Card 6:
Dominion Scientist
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.

Cavern Card 7:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

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

Cavern Card 8:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

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

Cavern Card 9:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Cavern Card 10:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

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

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:3 Ba:1 W:3 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Reta

Corruption Forge Card 1:
Tarry Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
21

Powers
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Corruption Forge Card 2:
Evocation Staff
Item 5

Traits
Staff
Attack
Arcane
Magic

Check
Intellgence
Arcane
14

Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Corruption Forge Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Corruption Forge Card 4:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Corruption Forge Card 5:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 6:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 7:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 8:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 9:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 10:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Zetha

Great Hall Card 1:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 3:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 4:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 5:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 7:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 8:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 9:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 10:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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

Sanctum Card 1:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 2:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 3:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 4:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 5:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 6:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 7:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 8:
Expeditious Chain Mail
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.

Sanctum Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 10:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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

Molten Pool Card 1:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

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

Molten Pool Card 2:
Spiritwalk Armor
Armor 5

Traits
Light Armor
Magic
Mythic

Check
Constitution
Fortitude
Stealth
11

Powers
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge 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.

Molten Pool Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Molten Pool Card 4:
Fly Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
25

Powers
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Molten Pool Card 5:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Molten Pool Card 6:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Molten Pool Card 7:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 8:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 9:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 10:
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.

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

Torture Chamber Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Torture Chamber Card 2:
Greed
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.

Torture Chamber Card 3:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

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

Torture Chamber Card 4:
Kimroth Otai
Ally 1

Traits
Human
Fighter

Check
Charisma
Diplomacy
7

Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

Torture Chamber Card 5:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

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

Torture Chamber Card 6:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Torture Chamber Card 7:
Apocalypse Demon
Monster 6

Traits
Outsider
Demon
Mythic

Check
Combat
27
THEN
Combat
30

Powers
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Torture Chamber Card 8:
Flensing Walls
Barrier 6

Traits
Obstacle
Magic

Check
Arcane
Divine
20
OR
Disable
17

Powers
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Torture Chamber Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Torture Chamber Card 10:
Thylacine
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.


Reta's Hand Greatest Leader Ever!!

Reta is ready once again!

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Swallowtail Bracers, Pot Helm, Slaying Bolts, Blessing of the Inheritor
Deck: 14 Discard: 0 Buried: 0 Displayed: 1
Notes: Mythic Charges: 6/6 Reroll: Not used


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

Tup will start at the Shank-Tum.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Limp Lash, Codex of Conversations, Death's Touch, Wand of Detect Magic, Fire Barrage, Staff of Dark Flame, Blessing of Pharasma,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.

Grand Lodge

Female Blue Goblin Sneaker

Just kidding!!! Zetha now moves to Molten Pool after starting since she CANNOT evade the servitor.

Starting hand: Blessing of Norgorber (2 dice for boon checks), Stalking Pajamas, Blessing of Pharasma (2 dice if spell played), Stone Skin, Bound Shadow Demon, Haste, Ice Chemist

Draw Monsters 3, B, 3

Zetha explores her favorite pool. Today she is feeling a little off though, due to a Symbol of Insanity.
Wisdom 14, banishing monster to use Stealth + Stalking Armor + Mythic: 1d10 + 7 + 2 + 6 ⇒ (4) + 7 + 2 + 6 = 19

Shaking off the insanity, she asks her Bound Shadow Demon to look ahead. He sees some Spiritwalk Armor and grabs it as a fashion upgrade.
Stealth 11 + Stalking Armor + Mythic + Demon: 1d10 + 7 + 2 + 6 + 1d12 ⇒ (10) + 7 + 2 + 6 + (10) = 35

Explore via Blessing of Norgorber.
While the demon is scouting, a band of Duergar Cultists ambushes Zetha!
WYE: recharge 8, draw 7: Zee the Magical Child, Blessing of Abadar (2 dice for barrier), Wand of Treasure Finding, Locate Object, Cleric of Nethys, Cauterizing Blade, Fire Shield
BYA Dex 12 or damage: 1d10 + 4 + 6 ⇒ (5) + 4 + 6 = 15
Zetha dives out of the way of their arrows, and leaps into attack! She casts Fire Shield as she land son the cultists.
Combat 30, using Ahtez to use Stealth + Mythic, +fire shield, recharge 2 allies for 2d4: 1d10 + 6 + 7 + 6 + 1d8 + 2d4 ⇒ (8) + 6 + 7 + 6 + (5) + (3, 2) = 37
The cultists are set on fire and lacerated with stab wounds, and scatter.
Recharge fire shield: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (1) = 13

Choose not to close since I can't block the 7 fire damage.

Reset hand and display Lamashtu's Bauble.

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Summon Hellhounds, Blessing of Abadar (2 dice for barrier), Wand of Treasure Finding, Locate Object, Fly, Cauterizing Blade

Displayed: Lamashtu's Bauble, Ahtez
Deck: 11 Discard: 1 Buried: 1

Mythic charges: 2/6. 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 +2
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).
Add 1d4 (☐ 1d8) to your check to acquire or recharge an ally or a spell.
Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Wrecker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Monster 2
Spoiler:
Slimy Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
22

Powers
The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.

Monster 3
Spoiler:
Xenarth
Monster 5

Traits
Outsider
Demon

Check
Combat
24

Powers
The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.

Monster 4
Spoiler:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Monster 5
Spoiler:
Demonic Cyclops
Monster 5

Traits
Outsider
Demon
Giant

Check
Combat
28

Powers
The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.

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

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Barrier 2
Spoiler:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

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

Barrier 3
Spoiler:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Barrier 4
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Barrier 5
Spoiler:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Random Weapons:
Weapon 1
Spoiler:
Master's Lash
Weapon 6

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
Dexterity
16

Powers
For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

Weapon 2
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Weapon 3
Spoiler:
Spirit Blade
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Weapon 4
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Weapon 5
Spoiler:
Infinite Rod
Weapon 6

Traits
Club
Melee
Magic

Check
Strength
Melee
13
OR
Arcane
Divine
15

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.

Random Spells:
Spell 1
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2
Spoiler:
Paralyze
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 3
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

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

Spell 4
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

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

Spell 5
Spoiler:
Fire Shield
Spell 3

Traits
Magic
Arcane

Check
Intelligence
Arcane
10

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

Random Armors:
Armor 1
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 2
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 3
Spoiler:
Immolation Cloak
Armor 6

Traits
Light Armor
Magic
Mythic

Check
Intelligence
Arcane
12

Powers
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Immolation Cloak
Armor 6

Traits
Light Armor
Magic
Mythic

Check
Intelligence
Arcane
12

Powers
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Random Items:
Item 1
Spoiler:
Thorncrown of Iomedae
Item 6

Traits
Accessory
Divine
Iomedae
Mythic

Check
Wisdom
Divine
20

Powers
For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.

Item 2
Spoiler:
Amulet of the Planes
Item 6

Traits
Accessory
Magic

Check
Wisdom
Divine
13

Powers
Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.

Item 3
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Item 4
Spoiler:
Swarmlord's Jar
Item 3

Traits
Object
Magic

Check
Arcane
Divine
Craft
9

Powers
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

Item 5
Spoiler:
Lyre of Storms
Item 4

Traits
Instrument
Magic
Mythic

Check
Charisma
Divine
12

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

Random Allies:
Ally 1
Spoiler:
Pegasus
Ally 3

Traits
Animal
Mount

Check
Wisdom
Survival
11

Powers
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.

Ally 2
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

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

Ally 3
Spoiler:
Merchant Lord
Ally 4

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
9

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

Ally 4
Spoiler:
Celestial Unicorn
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 5
Spoiler:
Dire Griffon
Ally 6

Traits
Animal
Mount
Mythic

Check
Wisdom
Survival
15
OR
Combat
30

Powers
At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

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

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessing 3
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 5
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Turn: 2 Qualzar Furryface/yamasaki

Top of Blessing Discard Pile: Blessing of Xoveron

Top Blessing:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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


Blessings Remaining: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Reta)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 2 (Turn 4 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 5 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 7 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 8 Reta)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 7 (Turn 9 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 8 (Turn 10 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 9 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 10 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 11 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 12 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 14 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 15 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 16 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 17 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 18 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 19 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 20 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 21 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 22 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 23 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 25 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 26 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 27 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 28 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

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

Cavern Card 2:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Cavern Card 3:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Cavern Card 4:
Demon Armor
Armor 5

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
11

Powers
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 5:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Cavern Card 6:
Dominion Scientist
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.

Cavern Card 7:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

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

Cavern Card 8:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

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

Cavern Card 9:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Cavern Card 10:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

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

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:3 Ba:1 W:3 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Reta

Corruption Forge Card 1:
Tarry Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
21

Powers
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Corruption Forge Card 2:
Evocation Staff
Item 5

Traits
Staff
Attack
Arcane
Magic

Check
Intellgence
Arcane
14

Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Corruption Forge Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Corruption Forge Card 4:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Corruption Forge Card 5:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 6:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 7:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 8:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 9:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 10:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 3:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 4:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 5:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 7:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 8:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 9:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 10:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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

Sanctum Card 1:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 2:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 3:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 4:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 5:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 6:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 7:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 8:
Expeditious Chain Mail
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.

Sanctum Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 10:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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:2 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Zetha

Molten Pool Card 1:
Fly Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
25

Powers
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Molten Pool Card 2:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Molten Pool Card 3:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Molten Pool Card 4:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 5:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 6:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 7:
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.

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

Torture Chamber Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Torture Chamber Card 2:
Greed
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.

Torture Chamber Card 3:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

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

Torture Chamber Card 4:
Kimroth Otai
Ally 1

Traits
Human
Fighter

Check
Charisma
Diplomacy
7

Powers
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

Torture Chamber Card 5:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

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

Torture Chamber Card 6:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Torture Chamber Card 7:
Apocalypse Demon
Monster 6

Traits
Outsider
Demon
Mythic

Check
Combat
27
THEN
Combat
30

Powers
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Torture Chamber Card 8:
Flensing Walls
Barrier 6

Traits
Obstacle
Magic

Check
Arcane
Divine
20
OR
Disable
17

Powers
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Torture Chamber Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Torture Chamber Card 10:
Thylacine
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.


Spreadsheet Mustached Gnomblin Sorcerer 6

Original starting hand:

Blessing of Gozreh
Vizier
Scrying
Force Sling +3
Good Omen
Life Leech
Armor of Skulls
Ollysta Zadrian (cohort)

The hour is Xoveron.

Qualzar casts Scrying in the Torture Chamber to look for monsters. He finds a Demonic Horde, Greed, and a Salamander. Demonic Horde and Greed shuffled back; Salamander put in bottom of the deck.

Q explores and finds random card rerolling 3: 1d10 ⇒ 2 Greed. random cards rerolling 2 and 3: 1d10 ⇒ 3 Nope random cards rerolling 2 and 3: 1d10 ⇒ 10 Thyalacine random cards rerolling 2, 3 and 10: 1d10 ⇒ 10 Nope random cards rerolling 2,3 and 10: 1d10 ⇒ 3 Nope random cards rerolling 2, 3 and 10: 1d10 ⇒ 10 random cards rerolling 2, 3 and 10: 1d10 ⇒ 5 Commander's Field Plate random cards rerolling 2, 3, 5 and 10: 1d10 ⇒ 10 Nope random cards rerolling 2, 3, 5 and 10: 1d10 ⇒ 10 How many times will I roll a 10? Nope random cards rerolling 2, 3, 5 and 10: 1d10 ⇒ 4 Kimroth Othai (ally) Q was about to indulge in his greed but thought better since he's with a Paladin. Banish cards 2, 4, 5, 10.

He asks his Vizier to divine what's up ahead. random card rerolling 2-5 and 10: 1d5 ⇒ 4 Flensing Walls. Vizier discarded to encounter Barrier 6. Arcane 20 with Gozreh: 2d10 + 12 ⇒ (3, 2) + 12 = 17 Using reroll for that 2 1d10 + 15 ⇒ (10) + 15 = 25 Success.

Redrawing and end turn.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Safe Harbor, Blessing of Iomedae, Blessing of Droskar, Force Sling +3, Good Omen, Life Leech, Armor of Skulls, Ollysta Zadrian (cohort),

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
Mythic Charges: 6 Die Bumps: 2 Reroll Available: N

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 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.

Card 3 at the bottom. Cards 2, 4, 5, 8 and 10 banished.


Reta's Hand Greatest Leader Ever!!

The hour is Shax.

Reta displays her Slaying Bolts.

Reta explores the Corruption Forge.
Free exploration: Tarry Fiend
Arcane 15: 1d4 ⇒ 2
Reta can't play spells with the attack trait.
Reveal Planar Crossbow +2, Bury (Discard) Pot Helm
Combat 21: 1d10 + 5 + 6 + 1d10 + 2 + 1d4 ⇒ (6) + 5 + 6 + (4) + 2 + (1) = 24
Success
Defeated
To my bolts

Bury Pot Helm to examine: Evocation Staff.

I'm not exploring after this, so if someone else wants an Item 5 and wants to come encounter this, then I don't explore. If no one wants it, I explore and banish it.

Ending my turn.

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Swallowtail Bracers, Searing Arrows, Blessing of Shizuru, Blessing of the Inheritor
Deck: 12 Discard: 0 Buried: 1 Displayed: 3
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend

Summary: Card 1 on my bolts. Something happens with card 2.

On the next turn, I display Searing Arrows.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Slimy Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
22

Powers
The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.

Monster 2
Spoiler:
Worm Demon
Monster C

Traits
Outsider
Undead
Demon

Check
Combat
10

Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.

Monster 3
Spoiler:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Monster 4
Spoiler:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.

Monster 5
Spoiler:
Demonic Fly
Monster 1

Traits
Vermin
Demon

Check
Combat
13

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

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

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Barrier 2
Spoiler:
Spiked Pit Trap
Barrier 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 3
Spoiler:
Temptation of Arms
Barrier C

Traits
Temptation

Check
None
0

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

Barrier 4
Spoiler:
Greed
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 5
Spoiler:
Rasping Rift Portal
Barrier 6

Traits
Obstacle
Magic
Arcane

Check
Intelligence
Arcane
Knowledge
Divine
18

Powers
If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Random Weapons:
Weapon 1
Spoiler:
Disrupting Warhammer
Weapon 5

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 2
Spoiler:
Master's Lash
Weapon 6

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
Dexterity
16

Powers
For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

Weapon 3
Spoiler:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Weapon 4
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Weapon 5
Spoiler:
Vorpal Blade
Weapon 6

Traits
Sword
Melee
Slashing
Magic
Mythic

Check
Strength
Melee
17

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

Random Spells:
Spell 1
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 2
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Spell 3
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Form of the Dragon
Spell 6

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
15

Powers
Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Fire Shield
Spell 3

Traits
Magic
Arcane

Check
Intelligence
Arcane
10

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

Random Armors:
Armor 1
Spoiler:
Decemvirate Helm
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 2
Spoiler:
Ebon Thorn
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
12

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

Armor 3
Spoiler:
Tarnhelm
Armor 6

Traits
Heavy Armor
Magic
Mythic

Check
Constitution
Fortitude
20

Powers
Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Spiritwalk Armor
Armor 5

Traits
Light Armor
Magic
Mythic

Check
Constitution
Fortitude
Stealth
11

Powers
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

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

Random Items:
Item 1
Spoiler:
Swarmlord's Jar
Item 3

Traits
Object
Magic

Check
Arcane
Divine
Craft
9

Powers
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

Item 2
Spoiler:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

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

Item 3
Spoiler:
Torc of the Heavens
Item 5

Traits
Accessory
Magic
Divine

Check
Wisdom
Divine
13

Powers
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.

Item 4
Spoiler:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

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

Item 5
Spoiler:
Nectar of the Gods
Item B

Traits
Liquid
Mythic

Check
Wisdom
Divine
9

Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Random Allies:
Ally 1
Spoiler:
Eliandra
Ally 6

Traits
Celestial
Cleric

Check
Charisma
Divine
16

Powers
Bury this card to redeem a card that has the Corrupted trait.
During any character's move step, you may give this card to any character.
Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.

Ally 2
Spoiler:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Runelord Alderpash
Ally 5

Traits
Undead
Lich
Evoker

Check
None
0

Powers
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.

Ally 4
Spoiler:
Pit Gladiator
Ally 4

Traits
Human
Warrior

Check
Strength
Melee
12
THEN
Charisma
Diplomacy
12

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

Ally 5
Spoiler:
Retainer
Ally B

Traits
Elf
Hireling

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessing 5
Spoiler:
Blessing of Torag
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.

Turn: 4 Tup/Cartmanbeck

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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


Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 7 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 8 Reta)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 5 (Turn 9 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 6 (Turn 10 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 7 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 8 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 9 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 10 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 12 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 13 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 14 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 15 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 17 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 18 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 19 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 20 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 23 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 24 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 25 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 26 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

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

Cavern Card 2:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Cavern Card 3:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Cavern Card 4:
Demon Armor
Armor 5

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
11

Powers
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 5:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Cavern Card 6:
Dominion Scientist
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.

Cavern Card 7:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

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

Cavern Card 8:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

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

Cavern Card 9:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Cavern Card 10:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

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

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:2 Ba:1 W:3 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Reta

Corruption Forge Card 1 - Evocation Staff:
Evocation Staff
Item 5

Traits
Staff
Attack
Arcane
Magic

Check
Intellgence
Arcane
14

Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Corruption Forge Card 2:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Corruption Forge Card 3:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Corruption Forge Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 5:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 6:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 7:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 8:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 9:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 3:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 4:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 5:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 7:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 8:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 9:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 10:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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

Sanctum Card 1:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 2:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 3:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 4:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 5:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 6:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 7:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 8:
Expeditious Chain Mail
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.

Sanctum Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 10:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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:2 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Zetha

Molten Pool Card 1:
Fly Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
25

Powers
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Molten Pool Card 2:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Molten Pool Card 3:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Molten Pool Card 4:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 5:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 6:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 7:
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.

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

Torture Chamber Card 1:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Torture Chamber Card 2:
Apocalypse Demon
Monster 6

Traits
Outsider
Demon
Mythic

Check
Combat
27
THEN
Combat
30

Powers
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

Torture Chamber Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Torture Chamber Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Torture Chamber Card 5 - Salamander:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

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


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

Tup will move over to the Torture Chamber to help out Q a bit.

Exploring to find Betrayal Demon. Have to recharge my hand and redraw. Ugh.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Ice and Fire, Blessing of Lamashtu, Wand of Flying, Black Robe, Safety Bubble, Twisted Space,

Displayed:
Deck: 16 Discard: 1 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.

Will cast Ice and Fire.
Combat 16: 1d12 + 11 + 2d8 + 3 ⇒ (6) + 11 + (5, 7) + 3 = 32
recharge Arcane 12: 1d12 + 11 ⇒ (6) + 11 = 17 Recharged.
Going to use Reta's Blessing of the Inheritor for THREE dice..
Wisdom 9: 4d4 ⇒ (3, 4, 1, 4) = 12 Q doesn't take damage.

Tup finds a demon and whips him with a fiery spell. The demon dies painfully, but smacks Q as he's dying, and Tup laughs his Tup laugh.

I'll display Safety Bubble now. Exploring again with Blessing of Pharasma. It's an APOCALYPSE DEMON!!! No Abyssal trait, so we can ignore the BYA. I have to once again recharge my hand and draw 5 cards.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Vampire Bat, Blessing of the Boss, Velociraptor, Cleric of Nethys,

Displayed: Safety Bubble,
Deck: 17 Discard: 0 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.

Well, I'll have to banish something. I'll banish Cleric of Nethys to use my combat power, and use a Mythic charge since I'll get one back. And I'll use Blessing of the Boss for 1 die.
Combat 27: 1d20 + 11 + 1d8 + 1 + 1d6 + 1 + 1d12 ⇒ (7) + 11 + (6) + 1 + (5) + 1 + (1) = 32
Next I'll banish Vampire Bat to do the other combat, and request a blessing from Reta and use another mythic charge.
Combat 30: 1d12 + 11 + 1d8 + 1 + 1d6 + 1 + 1d12 ⇒ (2) + 11 + (8) + 1 + (1) + 1 + (7) = 31 Defeated! I get a mythic charge back.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Cloudburst, Gribbet, Velociraptor, Deliverance, Create Mindscape, Blessing of Qi Zhong, Limp Lash,

Displayed: Safety Bubble,
Deck: 12 Discard: 1 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.

I'll also display Create Mindscape at our location. Both Safety Bubble and Create Mindscape are displayed at the Torture Chamber now.


Reta's Hand Greatest Leader Ever!!

Reta's new hand:

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Swallowtail Bracers
Deck: 12 Discard: 2 Buried: 1 Displayed: 4
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Monster 2
Spoiler:
Wrecker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Monster 3
Spoiler:
Elder Fire Demon
Monster 6

Traits
Outsider
Demon
Aristocrat
Mythic

Check
Combat
33

Powers
The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.

Monster 4
Spoiler:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Monster 5
Spoiler:
Wrecker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Random Barriers:
Barrier 1
Spoiler:
Gift of Nocticula
Barrier 4

Traits
Temptation
Deity
Demon

Check
None
0

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

Barrier 2
Spoiler:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Barrier 3
Spoiler:
Temptation of Arms
Barrier C

Traits
Temptation

Check
None
0

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

Barrier 4
Spoiler:
Abyssal Shortcut
Barrier 4

Traits
Temptation
Abyssal

Check
None
0

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

Barrier 5
Spoiler:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Random Weapons:
Weapon 1
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Weapon 2
Spoiler:
Shocking Lance +1
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 3
Spoiler:
Blackaxe
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran

Check
Strength
Melee
12

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

Weapon 4
Spoiler:
Skirmishing Spear
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 5
Spoiler:
Vorpal Blade
Weapon 6

Traits
Sword
Melee
Slashing
Magic
Mythic

Check
Strength
Melee
17

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

Random Spells:
Spell 1
Spoiler:
Steal Soul
Spell 3

Traits
Magic
Arcane
Divine
Attack

Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10

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

Spell 2
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Spell 3
Spoiler:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Protect
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

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

Random Armors:
Armor 1
Spoiler:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Armor 2
Spoiler:
Pauldrons of Unflinching Fortitude
Armor 5

Traits
Heavy Armor
Magic
Mythic

Check
Constitution
Fortitude
13

Powers
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
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
Spoiler:
Armor of the Pious
Armor 2

Traits
Heavy Armor
Magic
Healing

Check
Constitution
Fortitude
8

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

Armor 4
Spoiler:
Helm of the Valkyrie
Armor 1

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
6

Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

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

Item 2
Spoiler:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

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

Item 3
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Item 4
Spoiler:
Iron Flask
Item 6

Traits
Item
Magic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

Item 5
Spoiler:
Nectar of the Gods
Item B

Traits
Liquid
Mythic

Check
Wisdom
Divine
9

Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Random Allies:
Ally 1
Spoiler:
Pit Gladiator
Ally 4

Traits
Human
Warrior

Check
Strength
Melee
12
THEN
Charisma
Diplomacy
12

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

Ally 2
Spoiler:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

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

Ally 3
Spoiler:
Lann
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 4
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

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

Ally 5
Spoiler:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Turn: 5 Poog/Keith Richmond

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 7 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 8 Reta)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 4 (Turn 9 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 5 (Turn 10 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 6 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 7 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 8 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 11 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 12 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 13 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 14 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 15 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 17 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 18 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 19 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 20 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 22 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 23 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 24 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 25 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Blackfire Adept
Henchman Monster B

Traits
Human
Conjurer
Cultist

Check
Combat
11
OR
Arcane
8

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

Cavern Card 2:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Cavern Card 3:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Cavern Card 4:
Demon Armor
Armor 5

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
11

Powers
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 5:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Cavern Card 6:
Dominion Scientist
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.

Cavern Card 7:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

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

Cavern Card 8:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

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

Cavern Card 9:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Cavern Card 10:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

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

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:2 Ba:1 W:3 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Reta

Corruption Forge Card 1 - Evocation Staff:
Evocation Staff
Item 5

Traits
Staff
Attack
Arcane
Magic

Check
Intellgence
Arcane
14

Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Corruption Forge Card 2:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Corruption Forge Card 3:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Corruption Forge Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 5:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 6:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 7:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 8:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 9:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 3:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 4:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 5:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 7:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 8:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 9:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 10:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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

Sanctum Card 1:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 2:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 3:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 4:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 5:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 6:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 7:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 8:
Expeditious Chain Mail
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.

Sanctum Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 10:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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:2 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Zetha

Molten Pool Card 1:
Fly Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
25

Powers
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Molten Pool Card 2:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Molten Pool Card 3:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Molten Pool Card 4:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 5:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 6:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 7:
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.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Tup, Qualzar
Notes: Safety Bubble and Create Mindscape displayed

Torture Chamber Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Torture Chamber Card 2:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Torture Chamber Card 3 - Salamander:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

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


Reta's Hand Greatest Leader Ever!!

Today is international Reta day. Reta just wants to let all her goblin subjects now they are appreciated.


Poog is confused about his beloved Cathedral of Chaos disappearing. He consults his Samisen of Oracular Vision, at least one word of which he knows the meaning - of. It tells him there's a Blackfire Adept at the Cavern, Duergar Cultists at the Torture Chamber, and a Horned Demon at the Abbatoir.

Poog grumpily heads to the Cavern, where everything promptly goes crazy.
Cultist new hand: Hand: Blessing of Zarongel, Steal Soul, Limp Lash, Cure, Blessing of Qi Zhong,

The Adept summons a Favored of Deskari, though.

Hand: Cleric of Nethys, Fire Snake, Divine Blaze, Dogfinder,

"You stupid face demons doing stupid things with your faces!" Poog expends a mythic charge and sets the demon in fire, divinely. Poog takes Qualzar's Blessing of Droskar, then Qualzar heals 2, cause it just feels good to help Poog.
Combat 35: 1d10 + 4 + 6 + 3d8 + 1d6 + 1 + 2d10 ⇒ (1) + 4 + 6 + (4, 1, 1) + (5) + 1 + (9, 3) = 35 wow.
Combat 35: 1d10 + 4 + 6 + 3d8 + 1d6 + 1 + 2d10 ⇒ (4) + 4 + 6 + (1, 8, 5) + (4) + 1 + (2, 8) = 43 That's more like it.

Poog slaps the Blackfire Adept for making me go through that.
Combat 11: 1d8 + 5 + 6 ⇒ (4) + 5 + 6 = 15

Poog kicks the Cavern closed, cause cultists are dumb. Str 11: 1d8 + 3 + 6 ⇒ (1) + 3 + 6 = 10 Thankfully, Clerics of Nethys aren't really cultists. Maybe. (+2, to succeed)

Poog marvels at how much awful was contained in the Cavern, as rocks fall down and crush it all. He then heads to Loc: 1d6 ⇒ 1 the Corruption Forge.

Recharge 14: 1d10 + 4 + 6 + 1d6 + 1 ⇒ (7) + 4 + 6 + (5) + 1 = 23

Poog

Hand: Fire Snake, Dogfinder, Blessing of Pharasma, Animalbane Horsechopper +3, Sand Elemental, Spellsword +2, Samisen of Oracular Vision,
Deck: 13 Discard: 0 Buried: 0
Displayed: God of Goblin Leaders,
Notes: Mythic Charges: 6.

Skills and Powers:
SKILLS
Strength d8+6 ■+1 ■+2 ■+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10+6 ■+1 ■+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6+6 □+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. (■ Then shuffle a random card from your discard pile into your 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 draw a card.
■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d4


Spreadsheet Mustached Gnomblin Sorcerer 6

Used Droskar during Poog's turn. Healed randomly Blessings of Droskar and Gozreh. Hand update.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Safe Harbor, Blessing of Iomedae, Force Sling +3, Good Omen, Life Leech, Armor of Skulls, Ollysta Zadrian (cohort),

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes:
Mythic Charges: 6 Die Bumps: 2 Reroll Available: N

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 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.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Monster 2
Spoiler:
Greater Shadow
Monster 4

Traits
Undead
Incorporeal

Check
Combat
22

Powers
The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.

Monster 3
Spoiler:
Xenarth
Monster 5

Traits
Outsider
Demon

Check
Combat
24

Powers
The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.

Monster 4
Spoiler:
Tarry Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
21

Powers
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Monster 5
Spoiler:
Worm Demon
Monster C

Traits
Outsider
Undead
Demon

Check
Combat
10

Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.

Random Barriers:
Barrier 1
Spoiler:
Arboreal Blight
Barrier C

Traits
Skirmish
Demon

Check
None
0

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

Barrier 2
Spoiler:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Barrier 3
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Barrier 4
Spoiler:
Rasping Rift Portal
Barrier 6

Traits
Obstacle
Magic
Arcane

Check
Intelligence
Arcane
Knowledge
Divine
18

Powers
If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Barrier 5
Spoiler:
Deal with a Demon
Barrier 5

Traits
Temptation
Demon

Check
None
0

Powers
Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

Random Weapons:
Weapon 1
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Weapon 2
Spoiler:
Blackaxe
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran

Check
Strength
Melee
12

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

Weapon 3
Spoiler:
Heavy Pick +2
Weapon 4

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
13

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

Weapon 4
Spoiler:
Disrupting Warhammer
Weapon 5

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 5
Spoiler:
Vorpal Blade
Weapon 6

Traits
Sword
Melee
Slashing
Magic
Mythic

Check
Strength
Melee
17

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

Random Spells:
Spell 1
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 2
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 3
Spoiler:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Winds of Vengeance
Spell 6

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
13

Powers
Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

Spell 5
Spoiler:
Ghost Wolf
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.

Random Armors:
Armor 1
Spoiler:
Ebon Thorn
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
12

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

Armor 2
Spoiler:
Immolation Cloak
Armor 6

Traits
Light Armor
Magic
Mythic

Check
Intelligence
Arcane
12

Powers
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

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

Armor 4
Spoiler:
Eagle Knight Dress Uniform
Armor 1

Traits
Heavy Armor
Veteran

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 5
Spoiler:
Bastion of the Inheritor
Armor 5

Traits
Shield
Offhand
Magic
Divine
Iomedae
Mythic

Check
Constitution
Fortitude
10

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 an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. 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.

Random Items:
Item 1
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Item 2
Spoiler:
Belt of Charging
Item 4

Traits
Accessory
Magic

Check
Strength
Melee
11

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

Item 3
Spoiler:
Dawnflower's Light
Item 2

Traits
Object
Divine
Magic

Check
Wisdom
Divine
9

Powers
Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

Item 4
Spoiler:
Knight's Pennon
Item 2

Traits
Object

Check
Charisma
Diplomacy
9

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

Item 5
Spoiler:
Lyre of Storms
Item 4

Traits
Instrument
Magic
Mythic

Check
Charisma
Divine
12

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

Random Allies:
Ally 1
Spoiler:
Suurlahetas
Ally 5

Traits
Outsider
Devil

Check
None
0

Powers
To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.

Ally 2
Spoiler:
Celestial Unicorn
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 3
Spoiler:
Merchant Lord
Ally 4

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
9

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

Ally 4
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

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

Ally 5
Spoiler:
Retainer
Ally B

Traits
Elf
Hireling

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 2
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Turn: 6 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of Iomedae

Top Blessing:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Qualzar Furryface)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 8 Reta)
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessings Deck Card 3 (Turn 9 Tup)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 10 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 5 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 6 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 7 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 8 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 10 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 11 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 12 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 13 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 14 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 15 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 17 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 18 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 20 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 21 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 22 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 23 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 24 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:2 Ba:1 W:3 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Reta, Poog

Corruption Forge Card 1 - Evocation Staff:
Evocation Staff
Item 5

Traits
Staff
Attack
Arcane
Magic

Check
Intellgence
Arcane
14

Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Corruption Forge Card 2:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Corruption Forge Card 3:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Corruption Forge Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 5:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 6:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 7:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 8:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 9:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 3:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 4:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 5:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 7:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 8:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 9:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 10:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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

Sanctum Card 1:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 2:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 3:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 4:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 5:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 6:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 7:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 8:
Expeditious Chain Mail
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.

Sanctum Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 10:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1 - Horned Demon:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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:2 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Zetha

Molten Pool Card 1:
Fly Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
25

Powers
The Fly Demon is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1d4+1 Acid damage.
If undefeated, bury 1d4+1 random cards from your discard pile and shuffle this card into a random other open location.

Molten Pool Card 2:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

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

Molten Pool Card 3:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Molten Pool Card 4:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 5:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 6:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 7:
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.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Tup, Qualzar
Notes: Safety Bubble and Create Mindscape displayed

Torture Chamber Card 1 - Duergar Cultists:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Torture Chamber Card 2:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Torture Chamber Card 3 - Salamander:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

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

Grand Lodge

Female Blue Goblin Sneaker

Drawing 3 random monsters from the box: B, 4, 5
Banish monster B to block Pool fire damage.

Zetha continues wandering around the pool. She is surprised by a Fly Demon!
Recharge hand and draw 7.
She tries to swat the fly with the Chalice of Ozem.
Display Chalice of Ozem.
Combat 25, using Ahtez to use Stealth + Stalking Armor + Mythic + chalice: 1d10 + 6 + 7 + 2 + 6 + 1d6 ⇒ (5) + 6 + 7 + 2 + 6 + (2) = 28
Banish monster 3 to reduce all AYA damage.
The fly demon explodes in gross guts, but Zetha dives behind a rock.

Zetha casts Haste to continue on.
To her dismay, a Toad Demon jumps out at her!
Recharge hand and draw 3.
Int 12 BYA + Chalice: 1d8 + 6 + 1d6 ⇒ (4) + 6 + (6) = 16 -> add 5 to defeat check
Combat 28, using Ahtez to use Stealth + Ice Chemist + Mythic + chalice: 1d10 + 6 + 7 + 1d4 + 6 + 1d6 ⇒ (6) + 6 + 7 + (2) + 6 + (2) = 29
The toad is also squashed into goo. Zetha needs a bath now, and debates jumping into the magma of the pool.

Recharge Chalice of Ozem.

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Stone Skin, Ice Chemist, Spiritwalk Armor, Monster 3, Cleric of Nethys, Zee the Magical Child, Fire Shield

Displayed: Lamashtu's Bauble, Ahtez
Deck: 11 Discard: 2 Buried: 1

Mythic charges: 6/6. 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 +2
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).
Add 1d4 (☐ 1d8) to your check to acquire or recharge an ally or a spell.
Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.


Spreadsheet Mustached Gnomblin Sorcerer 6

The hour is Torag. Qualzar confronts the Duergar cultists at the Torture Chamber. Recharged hand to draw Surgeon, Blessing of Nocticula, Wand of Treasure Finding, Bear, Scrying, Ivory Dice. BYA Perception 12 discarding BoNocticula and adding 1d4 from Create Mindscape: 2d6 + 2 + 1d4 ⇒ (5, 3) + 2 + (1) = 11 Use die bump to succeed. He avoids being surprised by the fiendish dwarves. Now for payback, he twirls his Wand of Treasure Finding into a blinding flash of light, with the Bear attacking the distracted Duergars and the Surgeon giving a helping hand as well. Combat 30 using 2 Mythic Charges: 2d20 + 14 + 3d4 ⇒ (15, 18) + 14 + (1, 4, 3) = 55 The battle is won! The dwarves were driven back. Expend another mythic charge to attempt to close.

Q anguished in the dreadfulness of the Torture Chamber as he closes it down. Discard Ivory Dice for Mental Damage. Everyone takes 1 Mental damage that can't be reduced.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Transmogrify, Amulet of the Abyss, Blessing of Gozreh, Blessing of Droskar, Scrying, Fortune Teller, Blessing of Abadar,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: Plenty of blessings available
Mythic Charges: 3 Die Bumps: 1 Reroll Available: N

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 4) to your check to acquire an ally or to defeat a summoned monster.
[ ] You gain the skill Stealth: Charisma +2.

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


Reta's Hand Greatest Leader Ever!!

Reta discards her Starbow for the Mental damage.

The hour is Xoveron.

That Evocation Staff isn't there because no one wanted it.

Free exploration: Duergar Cultists
Reta finds some Duergar Cultists hiding behind that staff.
Recharge my 2 card hand. Draw 1. Celestial Crossbow +3
BYA Dexterity 12: 1d10 + 3 + 6 ⇒ (8) + 3 + 6 = 17
Success
The Cultists tried to get the drop on Reta, but no one gets the drop on the queen!

Need to know if Poog still has a weapon for my combat check.


Reta's Hand Greatest Leader Ever!!

Reta hears tell Poog has a snake that is lit on fire and somehow makes it easy for him to avoid the Cultist stuff.

Celestial Crossbow +3 (recharge), Poog reveals a weapon, someone plays a blessing

Combat 30: 1d10 + 3 + 2 + 6 + 1d8 + 3 + 1d8 + 1d6 + 1d10 ⇒ (4) + 3 + 2 + 6 + (3) + 3 + (5) + (2) + (2) = 30
Success
Defeated
To my bolts!

Burn a charge to attempt to close.
Constitution 7: 1d8 + 1 ⇒ (4) + 1 = 5
Failed.

Ending my turn. Poog can give me a card if he wants and if he does may draw a card.

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Ophidian Armor, Lizard, Poog of Zarongel, Swiftshooter, Blessing of Hadregash
Deck: 8 Discard: 3 Buried: 1 Displayed: 5
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist

Summary: Card 1 was banished prior to my turn. Card 2 goes on my bolts.


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

Out of turn, Tup takes the 1 Mental in the form of Deliverance.
recharge Create Mindscape Arcane 11: 1d12 + 5 + 5 ⇒ (7) + 5 + 5 = 17 Auto.
recharge Safety Bubble Arcane 13: 1d12 + 5 + 5 ⇒ (11) + 5 + 5 = 21 Both recharged.

Going to wait for an update to actually take my turn, don't want to mess it up because of several previous posts.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Monster 2
Spoiler:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

Check
(Dragon)
Combat
21
THEN
(Rider)
Combat
23

Powers
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Monster 3
Spoiler:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

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

Monster 4
Spoiler:
Wrecker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Monster 5
Spoiler:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.

Random Barriers:
Barrier 1
Spoiler:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Barrier 2
Spoiler:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Barrier 3
Spoiler:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Barrier 4
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Barrier 5
Spoiler:
Temptation of Lucre
Barrier C

Traits
Temptation

Check
None
0

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

Random Weapons:
Weapon 1
Spoiler:
Heavy Pick +2
Weapon 4

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
13

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

Weapon 2
Spoiler:
Traitor's Blade
Weapon 5

Traits
Knife
Ranged
Piercing
Magic
Corrupted

Check
Dexterity
Ranged
13

Powers
If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

Weapon 3
Spoiler:
Holy Glaive of Speed
Weapon 5

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

Weapon 4
Spoiler:
Anarchy Hammer
Weapon 4

Traits
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic

Check
Strength
Melee
16

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

Weapon 5
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Random Spells:
Spell 1
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

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

Spell 2
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

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

Spell 3
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

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

Spell 5
Spoiler:
Fire Shield
Spell 3

Traits
Magic
Arcane

Check
Intelligence
Arcane
10

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

Random Armors:
Armor 1
Spoiler:
Bejeweled Helm
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 2
Spoiler:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

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

Armor 3
Spoiler:
Immolation Cloak
Armor 6

Traits
Light Armor
Magic
Mythic

Check
Intelligence
Arcane
12

Powers
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Bastion of the Inheritor
Armor 5

Traits
Shield
Offhand
Magic
Divine
Iomedae
Mythic

Check
Constitution
Fortitude
10

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 an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

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

Random Items:
Item 1
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

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

Item 2
Spoiler:
Lymirin Discourses
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 3
Spoiler:
Holy Phylactery
Item B

Traits
Object
Divine
Veteran

Check
Divine
6

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

Item 4
Spoiler:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

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

Item 5
Spoiler:
Iron Flask
Item 6

Traits
Item
Magic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

Random Allies:
Ally 1
Spoiler:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

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

Ally 2
Spoiler:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Thylacine
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 4
Spoiler:
Chevalier
Ally 6

Traits
Halfling
Aristocrat

Check
Charisma
Diplomacy
9

Powers
Recharge this card to add 2d4 to your Melee combat check.
Bury this card to reduce damage dealt to you to 0.

Ally 5
Spoiler:
Pit Gladiator
Ally 4

Traits
Human
Warrior

Check
Strength
Melee
12
THEN
Charisma
Diplomacy
12

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 2
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Turn: 9 Tup/Cartmanbeck

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Poog)
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 2 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 3 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 4 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 5 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 7 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 8 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 9 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 10 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 11 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 12 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 13 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 14 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 15 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 17 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 18 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 19 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 20 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 21 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:2 Ba:1 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Reta, Poog

Corruption Forge Card 1:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Corruption Forge Card 2:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 3:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 4:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 5:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 6:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 7:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 3:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 4:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 5:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 7:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 8:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 9:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 10:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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

Sanctum Card 1:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Sanctum Card 2:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Sanctum Card 3:
Cape of Wasps
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Sanctum Card 4:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 5:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 6:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 7:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 8:
Expeditious Chain Mail
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.

Sanctum Card 9:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 10:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1 - Horned Demon:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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:0 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Zetha

Molten Pool Card 1:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Molten Pool Card 2:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 3:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 4:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 5:
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.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Tup, Qualzar
Notes:


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

Tup moves over to the Shank-Tum and explores there to find a silly dragon-y bow. Since it's a Weapon 6, I'm gonna request a blessing from someone, and also use my own.
Dexterity 15: 1d8 + 1 + 2d8 ⇒ (5) + 1 + (1, 3) = 10 Boooo.. I fail.

Tup leaves the silly bow alone, obviously it's not for him.

Using Gribbet to explore again. A Gargoyle.

Tup finds a stone-man with wings, he looks fun to play with. Playing Limp Lash.
Combat 14: 1d12 + 10 + 2d6 ⇒ (4) + 10 + (2, 5) = 21 Defeated.
recharge Arcane 14: 1d12 + 10 ⇒ (1) + 10 = 11 Discarded.

Velociraptor to explore again. A spell!
Arcane 10: 1d12 + 10 ⇒ (5) + 10 = 15 Auto.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Cloudburst, Cape of Wasps, Death's Touch, Fire Barrage, Wand of Detect Magic, Blessing of Pharasma, Staff of Dark Flame,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 5 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.

Lone Shark Games

Poog gives Reta a Sand Elemental and draws a helmet.

Poog confers with his Samisen of Oracular Vision and sees a Temptation of Arms here, Heavy Crossbow at the Great Hall, and Verminous Symbols at the Molten Pool.

He'll hand Reta the Helmet. "Hold this. You'll see why."

Poog likes weapons, so he looks over the options, decides a Holy Glaive of Speed sounds fun, and takes it. Reta somehow takes 1d4+1 Combat damage. For reasons.

Helm of Electric Radiance:
On your Arcane or Divine combat check, recharge this card to add 1d8; you may additionally add 1d4 and the Electricity trait.
Recharge this card to reduce all damage dealt to you by 2; you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand."

Sand Elemental:
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.

Recharge this card to ignore a non-villain bane’s power that happens before you act.

Discard this card to explore your location.

Poog

Hand: Animalbane Horsechopper +3, Dogfinder, Holy Glaive of Speed, Dawnflower's Kiss, Blessing of Hadregash, Blessing of Bark Breaker, Blessing of Achaekek,
Deck: 10 Discard: 2 Buried: 2
Displayed: God of Goblin Leaders,
Notes: Mythic Charges: 6.

Skills and Powers:
SKILLS
Strength d8+6 ■+1 ■+2 ■+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10+6 ■+1 ■+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6+6 □+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. (■ Then shuffle a random card from your discard pile into your 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 draw a card.
■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d4


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Cultist Archer
Monster 2

Traits
Half-Elf
Cultist
Ranger

Check
Combat
14

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

Monster 2
Spoiler:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Monster 3
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Monster 4
Spoiler:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

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

Monster 5
Spoiler:
Demon Eater
Monster 3

Traits
Outsider

Check
Combat
21

Powers
Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.

Random Barriers:
Barrier 1
Spoiler:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Barrier 2
Spoiler:
Flensing Walls
Barrier 6

Traits
Obstacle
Magic

Check
Arcane
Divine
20
OR
Disable
17

Powers
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

Barrier 3
Spoiler:
Temptation of Favor
Barrier 3

Traits
Temptation

Check
None
0

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

Barrier 4
Spoiler:
Abyssal Shortcut
Barrier 4

Traits
Temptation
Abyssal

Check
None
0

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

Barrier 5
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Random Weapons:
Weapon 1
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Weapon 2
Spoiler:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Weapon 3
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

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

Weapon 4
Spoiler:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Weapon 5
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Random Spells:
Spell 1
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

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

Spell 2
Spoiler:
Death's Touch
Spell 5

Traits
Magic
Arcane
Divine
Attack

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12

Powers
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
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
Spoiler:
Miracle
Spell 6

Traits
Magic
Divine
Mythic

Check
Wisdom
Divine
18

Powers
Bury this card and expend a mythic charge to summon and play a spell from the box.
After playing this card, if you do not have the Divine skill, banish it.

Spell 4
Spoiler:
Meteor Swarm
Spell 6

Traits
Magic
Arcane
Attack
Bludgeoning

Check
Intelligence
Arcane
15

Powers
For your combat check, discard this card to use your Arcane skill + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll the dice; take the new result.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 17 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
Spoiler:
Expeditious Chain Mail
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 2
Spoiler:
Decemvirate Helm
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 3
Spoiler:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

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

Armor 4
Spoiler:
Immolation Cloak
Armor 6

Traits
Light Armor
Magic
Mythic

Check
Intelligence
Arcane
12

Powers
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 5
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

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

Random Items:
Item 1
Spoiler:
Wand of Paralyze
Item B

Traits
Wand
Attack
Magic
Arcane
Divine
Mental

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Item 2
Spoiler:
Monkey's Paw
Item C

Traits
Object
Gambling
Corrupted

Check
See Below
0

Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.

Item 3
Spoiler:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Item 4
Spoiler:
Iron Flask
Item 6

Traits
Item
Magic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

Item 5
Spoiler:
Spellbottle
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.

Random Allies:
Ally 1
Spoiler:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

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

Ally 2
Spoiler:
Lann
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
Spoiler:
Redeemer Blacksmith
Ally 3

Traits
Human
Hireling

Check
Intelligence
Craft
8
THEN
Charisma
Diplomacy
9

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

Ally 4
Spoiler:
Mendevian Crusader
Ally B

Traits
Human
Soldier

Check
Divine
9
OR
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Pit Gladiator
Ally 4

Traits
Human
Warrior

Check
Strength
Melee
12
THEN
Charisma
Diplomacy
12

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

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

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Xoveron
Blessing 5

Traits
Divine
Xoveron
Corrupted

Check
None
0

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

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Turn: 11 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of Abraxas

Top Blessing:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 19
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 12 Qualzar Furryface)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 2 (Turn 13 Reta)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 5 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 6 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 7 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 8 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 10 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 11 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 12 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 13 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 16 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 17 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 18 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 19 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:2 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Reta,Poog

Corruption Forge Card 1:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 2:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 3:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 4:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 5:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 6:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1 - Heavy Crossbow:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Great Hall Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 3:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 4:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Great Hall Card 5:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 6:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 7:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 8:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 9:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Great Hall Card 10:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

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:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Tup,

Sanctum Card 1:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 2:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 3:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 4:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 5:
Expeditious Chain Mail
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.

Sanctum Card 6:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 7:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1 - Horned Demon:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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:0 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Zetha

Molten Pool Card 1 - Verminous Symbols:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Molten Pool Card 2:
Demonbane Longsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
12

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

Molten Pool Card 3:
Groaning Gate
Barrier 5

Traits
Obstacle
Magic
Mythic

Check
Knowledge
Arcane
Divine
19
OR
Disable
16

Powers
If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Molten Pool Card 4:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

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

Molten Pool Card 5:
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.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
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:


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar sought the blessing of Abadar to help Tup out.

Updated hand.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Transmogrify, Amulet of the Abyss, Blessing of Gozreh, Blessing of Droskar, Scrying, Fortune Teller,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: Blessings available
Mythic Charges: 3 Die Bumps: 1 Reroll Available: N

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 4) to your check to acquire an ally or to defeat a summoned monster.
[ ] You gain the skill Stealth: Charisma +2.

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


Reta's Hand Greatest Leader Ever!!

Reta wouldn't have drawn Lizard if Poog gave her Sand Elemental, so putting that back on my deck.

Reta is dealt Combat damage: 1d4 + 1 ⇒ (3) + 1 = 4
She recharges the Helm of Electric Radiance and the Ophidian Armor to reduce that all the way to 0.

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Poog of Zarongel, Sand Elemental, Swiftshooter, Blessing of Hadregash
Deck: 11 Discard: 3 Buried: 1 Displayed: 5
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist

Grand Lodge

Female Blue Goblin Sneaker

Zetha discards Spiritwalk Armor for the mental damage.

Draw monster 2, 2, B.

Zetha looks around the pool, and notices some strange writing on a rock. Well, all writing is strange, but these Verminous Symbols are strange and wriggling!
Disable 15, banishing monster to use Stealth + Mythic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Zetha is successful in hiding from the scary writing.

Explore via Magical Child.
Zee calls to her, dragging behind her a Demonbane Longsword +2 as tall as she is. Zetha yells at her not to use strange magic swords.
Autofail check, just a weapon 4.

Explore via Cleric of Nethys, revealing Groaning Gate and Fortune's Arrow .
Zetha and Zee come up to a huge Groaning Gate set into a rock wall. They try to sneak past...
Disable 15, banishing monster to use Stealth + Mythic: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17

Exploring via Gate AYA.
Behind the gate, the see a glowing Fortune's Arrow. Zetha grabs for it, since it is both shiny and stabby!
Dex 12 + Mythic: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18

Explore via Ice Chemist.
Zee notices that the arrow is engraved with a symbol, which she recognizes as the Blessing of the Starsong.
Cha 7: 1d10 + 2 ⇒ (3) + 2 = 5
Apparently not good blessing for goblins though!

Zetha decides they've been by pool long enough. Time to go find other goblins.

Close: 7 damage. Banish Monster 3 to reduce by 5, then discard 2 more. Pool closed!

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Stone Skin, Fire Shield, Monster 2, Monster 2, Blessing of Abadar (2 dice for barrier), Monster 4, Fly

Displayed: Lamashtu's Bauble, Ahtez
Deck: 9 Discard: 8 Buried: 1

Mythic charges: 6/6. 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 +2
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).
Add 1d4 (☐ 1d8) to your check to acquire or recharge an ally or a spell.
Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.


Spreadsheet Mustached Gnomblin Sorcerer 6

The hour is Baphomet. Q moves to the Great Hall and had his fortune checked. "I see a crummy crossbow in my future," says Q to the gypsy. Sure enough the Fortune Teller shows him her Heavy Crossbow, pointed threateningly at him! "You're a real wise ass, aren't you? I see your puny body peppered in quarrels real soon." Q twirls his mustache and vanishes from her mind's eye. Auto fail Dex 7 check to acquire.

He casts Scrying, looking for monsters, and finds Alderpash's ghoul (along with Elemental Bombardment spell and Helm of Serpent King). He chose to confront the ghoul head on. Cards 2 and 3 shuffled in location; card 4 on top of location. BYA Arcane 14: 1d10 + 9 ⇒ (7) + 9 = 16 Safe from the ghoul's attacks, he sees the Fortune Teller still hunting him. He twirls his mustache, uses his mythic might, and made it appear that the ghoul is Qualzar so that the Fortune Teller attacks it. Combat 23 discarding Fortune Teller as Arcane Mental blast and using a Mythic charge to overcome ghoul's mental immunity: 1d20 + 11 + 1d6 ⇒ (20) + 11 + (2) = 33 Both ghoul and fortune teller are out.

Qualzar rests a while.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Transmogrify, Amulet of the Abyss, Blessing of Gozreh, Blessing of Droskar, Stole of the Inheritor, Armor of Skulls, Ollysta Zadrian (cohort),

Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: Blessings available
Mythic Charges: 2 Die Bumps: 1 Reroll Available: N

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 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.

Cards 1 and 4 banished. Location shuffled.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.

Monster 2
Spoiler:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Monster 3
Spoiler:
Tarry Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
21

Powers
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Monster 4
Spoiler:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Monster 5
Spoiler:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Random Barriers:
Barrier 1
Spoiler:
Deal with a Demon
Barrier 5

Traits
Temptation
Demon

Check
None
0

Powers
Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

Barrier 2
Spoiler:
Temptation of Lucre
Barrier C

Traits
Temptation

Check
None
0

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

Barrier 3
Spoiler:
Temptation of Sorcery
Barrier 3

Traits
Temptation

Check
None
0

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

Barrier 4
Spoiler:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

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

Barrier 5
Spoiler:
Demonic Horde
Barrier C

Traits
Skirmish
Demon

Check
None
0

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

Random Weapons:
Weapon 1
Spoiler:
Stalker's Crossbow
Weapon 4

Traits
Bow
Ranged
Piercing
Magic
Corrupted

Check
Dexterity
Ranged
11

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

Weapon 2
Spoiler:
Infinite Rod
Weapon 6

Traits
Club
Melee
Magic

Check
Strength
Melee
13
OR
Arcane
Divine
15

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3 and add any of the following traits: Bludgeoning, Fire, Piercing, or Slashing; you may additionally discard this card to add another 2d6+4. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to add 2 dice to any check to defeat a barrier, or to evade a monster you encounter that is not immune to the Mental trait.

Weapon 3
Spoiler:
Skirmishing Spear
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
Spoiler:
Force Sling +3
Weapon 6

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

Weapon 5
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Random Spells:
Spell 1
Spoiler:
Terraform
Spell 4

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
13

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

Spell 2
Spoiler:
Steal Soul
Spell 3

Traits
Magic
Arcane
Divine
Attack

Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10

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

Spell 3
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

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

Spell 4
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 5
Spoiler:
Icy Prison
Spell 5

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
Wisdom
Divine
12

Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
Spoiler:
Pauldrons of Unflinching Fortitude
Armor 5

Traits
Heavy Armor
Magic
Mythic

Check
Constitution
Fortitude
13

Powers
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Horns of Naraga
Armor 6

Traits
Light Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
16

Powers
When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Armor of the Pious
Armor 2

Traits
Heavy Armor
Magic
Healing

Check
Constitution
Fortitude
8

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

Armor 4
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 5
Spoiler:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

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

Traits
Book
Magic
Corrupted
Mythic

Check
Arcane
Craft
Divine
Knowledge
12

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

Item 2
Spoiler:
Torc of the Heavens
Item 5

Traits
Accessory
Magic
Divine

Check
Wisdom
Divine
13

Powers
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.

Item 3
Spoiler:
Thorncrown of Iomedae
Item 6

Traits
Accessory
Divine
Iomedae
Mythic

Check
Wisdom
Divine
20

Powers
For your combat check, discard this card to use your Divine skill + 3d6 plus your number of mythic charges. If the check is to defeat a bane that has the Undead trait, add 3d12 instead of 3d6.
Recharge this card to add a card from the blessings deck to your hand. If the card has the Iomedae trait, shuffle a random card from the blessings discard pile into the blessings deck.
If your character would die, banish this card to shuffle your hand, your discard pile, and your buried cards into your deck instead; you are not dead.

Item 4
Spoiler:
Lyre of Storms
Item 4

Traits
Instrument
Magic
Mythic

Check
Charisma
Divine
12

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

Item 5
Spoiler:
Abyssal Traveler's Kit
Item B

Traits
Tool

Check
Intelligence
Knowledge
7

Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

Random Allies:
Ally 1
Spoiler:
Eliandra
Ally 6

Traits
Celestial
Cleric

Check
Charisma
Divine
16

Powers
Bury this card to redeem a card that has the Corrupted trait.
During any character's move step, you may give this card to any character.
Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.

Ally 2
Spoiler:
Runelord Alderpash
Ally 5

Traits
Undead
Lich
Evoker

Check
None
0

Powers
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.

Ally 3
Spoiler:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

Ally 4
Spoiler:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

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

Ally 5
Spoiler:
Animal Tamer
Ally B

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

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

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Torag
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 3
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Turn: 13 Reta/Hawkmoon269

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 14 Tup)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 15 Poog)
Spoiler:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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

Blessings Deck Card 3 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 5 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 6 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 7 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 8 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 10 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 11 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 14 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 15 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 16 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 17 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:2 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Reta,Poog

Corruption Forge Card 1:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Corruption Forge Card 2:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Corruption Forge Card 3:
Mace of Smiting
Weapon 6

Traits
Mace
Melee
Bludgeoning
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Corruption Forge Card 4:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 5:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 6:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Qualzar
Notes: Elemental Bombardment (Sp 5), Helm of the Serpent King (Ar 5)

Great Hall Card 1:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 2:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 3:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 4:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 5:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 6:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 7:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Great Hall Card 8:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

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:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Tup,

Sanctum Card 1:
Rapier of Puncturing
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.

Sanctum Card 2:
Death by Pleasure
Barrier 6

Traits
Obstacle
Magic
Mental

Check
Charisma
Diplomacy
Disable
15

Powers
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter.
If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.

Sanctum Card 3:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 4:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 5:
Expeditious Chain Mail
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.

Sanctum Card 6:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 7:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1 - Horned Demon:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:


Reta's Hand Greatest Leader Ever!!

Reta sets off to end this corruption, so she can start her own.

Free exploration: Planar Crossbow +2
Ranged 11: 1d10 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Acquired

Discard (recharge) Swiftshooter to draw Lizard and explore: Corruption Demon
BYA: Blessing of Hadregash (discarding Sand Elemental), Q's Blessing of Droskar
BYA Intelligence 14: 1d6 + 2d6 + 2d6 ⇒ (6) + (5, 5) + (3, 2) = 21
Reta isn't going anywhere.
Houndhacker (recharge) (d6 1s count as 5s)
Combat 25: 1d10 + 5 + 5 + 1d6 + 4 + 2d6 ⇒ (5) + 5 + 5 + (6) + 4 + (3, 5) = 33
Success
Defeated
To my bolts!

Bury Sand Elemental to examine: Mace of Smiting. Explore.
Asking Poog to recharge a card with Reta to add 1d8, Reta recharges Lizard
Strength 13: 1d8 + 5 + 1d8 ⇒ (7) + 5 + (7) = 19
Success
Acquired

Reta and Poog dance a dance of weapon joy.

Play Poog to heal
Poog heal: 1d4 ⇒ 4
That's everything.

Ending my turn. Poog can give me a card. I'm assuming that would be a weapon, so I'd discard it if he did and use it to for my power. I'll discard the Mace of Smiting.

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Planar Crossbow +2, Swallowtail Bracers, Helm of Electric Radiance, Mighty Gugmuff XXXII, Blessing of the Inheritor
Deck: 12 Discard: 1 Buried: 3 Displayed: 6
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist, Demon

Summary: Defeat card 2 (to my bolts), acquired cards 1 and 3


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

Tup explores the Shank-Tum to find a sweet-looking rapier. Unfortunately he has zero chance of picking it up.
Strength 12: 1d4 ⇒ 1 Nope.

Tup asks Pharrazzyma for guidance. Exploring using Blessing of Pharasma. Death by Pleasure.
An incredibly beautiful and also very deadly-looking demon lady appears, and promises to Tup all of the pleasure and happiness he can possible imagine.
BYA Wisdom 12: 1d4 ⇒ 2
Diplomacy 15: 1d12 + 10 ⇒ (5) + 10 = 15 Phew! Tup is ALMOST tempted, but then decides the demon-lady probably has bad intentions for him.

He pulls out a wand and looks for magic thingies. Wand of Detect Magic finds a Peryton monster.
recharge Arcane 6: 1d12 + 10 ⇒ (12) + 10 = 22 Auto.

End turn, draw up.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Cloudburst, Cape of Wasps, Death's Touch, Fire Barrage, Codex of Conversations, Ice and Fire, Staff of Dark Flame,

Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 5 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

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

Monster 2
Spoiler:
Dominion Scientist
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 3
Spoiler:
Umbral Dragon
Monster 4

Traits
Dragon
Mythic

Check
Combat
24
THEN
Combat
24

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

Monster 4
Spoiler:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Monster 5
Spoiler:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.

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

Traits
Temptation

Check
None
0

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

Barrier 2
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Greed
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 4
Spoiler:
Maze Tapestry
Barrier 5

Traits
Obstacle
Magic

Check
Wisdom
Perception
Survival
15

Powers
If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Barrier 5
Spoiler:
Temptation of Arms
Barrier C

Traits
Temptation

Check
None
0

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

Random Weapons:
Weapon 1
Spoiler:
Vorpal Blade
Weapon 6

Traits
Sword
Melee
Slashing
Magic
Mythic

Check
Strength
Melee
17

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

Weapon 2
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Weapon 3
Spoiler:
Dragonbreath Bow
Weapon 6

Traits
Bow
Ranged
Piercing
Magic
Mythic

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Weapon 4
Spoiler:
Anarchy Hammer
Weapon 4

Traits
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic

Check
Strength
Melee
16

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

Weapon 5
Spoiler:
Force Sling +3
Weapon 6

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

Random Spells:
Spell 1
Spoiler:
Breath of Life
Spell 5

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
13

Powers
Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Fire Shield
Spell 3

Traits
Magic
Arcane

Check
Intelligence
Arcane
10

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

Spell 3
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

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

Spell 4
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

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

Random Armors:
Armor 1
Spoiler:
Immolation Cloak
Armor 6

Traits
Light Armor
Magic
Mythic

Check
Intelligence
Arcane
12

Powers
Reveal this card to reduce Fire damage dealt to you to 0.
Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2
Spoiler:
Horns of Naraga
Armor 6

Traits
Light Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
16

Powers
When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 4
Spoiler:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Pauldrons of Unflinching Fortitude
Armor 5

Traits
Heavy Armor
Magic
Mythic

Check
Constitution
Fortitude
13

Powers
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Item 2
Spoiler:
Boomcrown
Item 4

Traits
Accessory
Magic
Attack
Veteran

Check
Charisma
Divine
13

Powers
For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

Item 3
Spoiler:
Talisman of Good
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 4
Spoiler:
Tome of Mental Prowess
Item 3

Traits
Book
Magic

Check
Intelligence
Wisdom
Charisma
13

Powers
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma 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 5
Spoiler:
Knight's Pennon
Item 2

Traits
Object

Check
Charisma
Diplomacy
9

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

Random Allies:
Ally 1
Spoiler:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

Ally 2
Spoiler:
Druid of the Flame
Ally 1

Traits
Human
Druid
Veteran

Check
Survival
7
OR
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Animal Tamer
Ally B

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Merchant Lord
Ally 4

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
9

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

Ally 5
Spoiler:
Pegasus
Ally 3

Traits
Animal
Mount

Check
Wisdom
Survival
11

Powers
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Turn: 15 Poog/Keith Richmond

Top of Blessing Discard Pile: Blessing of Sifkesh

Top Blessing:
Blessing of Sifkesh
Blessing 5

Traits
Divine
Sifkesh
Corrupted

Check
Bury any card
0
OR
Divine
5

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


Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 17 Qualzar Furryface)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 3 (Turn 18 Reta)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 4 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 5 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 6 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 7 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 8 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 9 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 12 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 13 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 14 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 15 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:1 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Reta,Poog

Corruption Forge Card 1:
Sword of Subtlety
Weapon 5

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Corruption Forge Card 2:
Mantle of Faith
Armor 6

Traits
Light Armor
Magic

Check
Constitution
Fortitude
15

Powers
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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.

Corruption Forge Card 3:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Qualzar
Notes: Elemental Bombardment (Sp 5), Helm of the Serpent King (Ar 5)

Great Hall Card 1:
Magic Ray Fusillade
Barrier 5

Traits
Trap
Magic
Arcane

Check
Arcane
Acrobatics
Stealth
18

Powers
If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Great Hall Card 2:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 3:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 4:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 5:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 6:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 7:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Great Hall Card 8:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

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:2 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Tup,

Sanctum Card 1 - Peryton:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 3:
Expeditious Chain Mail
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.

Sanctum Card 4:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 5:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1 - Horned Demon:
Horned Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
26

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

Abattior Card 2:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

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

Abattior Card 3:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 4:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 5:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 6:
Sawtooth Sabre +2
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.

Abattior Card 7:
Mad Knight
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.

Abattior Card 8:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 9:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 10:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:


Recharge Glaive for Reta, give Reta Dawnflower's Kiss.

Poog heads to the Abbatoir. He'll eat Dogfinder, cause he's running out of time to have a good snack.

Demons sure are making everything crazy here -
New Hand: Hand: Steal Soul, Limp Lash, Blessing of Zarongel, Blessing of Qi Zhong, Cure, Cleric of Nethys, Divine Blaze,

Poog scoffs at Horned Demon's tricks. BYA Wis 12: 1d10 + 2 + 6 ⇒ (10) + 2 + 6 = 18

Then Divine Blaze and Zarongel make quick work of the demon.
Combat 26+5: 1d10 + 4 + 6 + 3d8 + 1d6 + 1 + 2d10 + 1d4 ⇒ (4) + 4 + 6 + (7, 8, 1) + (5) + 1 + (7, 3) + (4) = 50 Display Steal Soul.

Qi Zhong leads Poog further on! Sin Seeker found and displayed. "Yeah, let's find some sin!"

Poog

Hand: Cleric of Nethys, Limp Lash, Cure, Blessing of Achaekek, Blessing of Bark Breaker, Samisen of Oracular Vision, Blessing of Pharasma,
Deck: 7 Discard: 1 Buried: 4
Displayed: God of Goblin Leaders, Steal Soul, Sin Seeker
Notes: Mythic Charges: 6.

Skills and Powers:
SKILLS
Strength d8+6 ■+1 ■+2 ■+3 ■+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10+6 ■+1 ■+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6+6 □+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. (■ Then shuffle a random card from your discard pile into your 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 draw a card.
■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d4

OOC: If anyone needs a heal, come my way. I can also look at the top 3 cards here or the top card of 3 locations.

Grand Lodge

Female Blue Goblin Sneaker

At end of prior turn, Zetha banishes a monster to move to Reta at the Corruption Forge.

Draw monsters: Monster 3, 3, 4.

Zetha arrives at the Corruption Forge, waving to Reta and giving her a present from the molten pool.
Give Monster 3/Mist Horror to Reta.
Looking around the forge, she finds a Sword of Subtlety. Zetha is nothing if not subtle so she tries to steal it.
Str 12, banishing monster to use Stealth + Mythic: 1d10 + 7 + 6 ⇒ (10) + 7 + 6 = 23 -> acquired

Explore via Blessing of Abadar.
She also finds a Mantle of Faith in the forge's armor racks.
Con 15, banishing monster to use Stealth + Mythic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19 -> acquired

Zetha, Mythically Sneaky Blue Goblin wrote:

Hand: Stone Skin, Fire Shield, Cauterizing Blade, Wand of Treasure Finding, Monster 4, Fly, Monster 4

Displayed: Lamashtu's Bauble, Ahtez
Deck: 9 Discard: 10 Buried: 1

Mythic charges: 6/6. 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 +2
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).
Add 1d4 (☐ 1d8) to your check to acquire or recharge an ally or a spell.
Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.


Spreadsheet Mustached Gnomblin Sorcerer 6

The hour is Deskari. Qualzar continues to explore the Great Hall. He trips on something. Arcane 18 with blessing of Gozreh: 2d10 + 8 ⇒ (3, 8) + 8 = 19 He twirls his mustache in time and an reasonable facsimile of him appears out of nowhere to draw fire from the Magic Ray Fussilade.

"That was too close! I think I'm going to DIE!!! Ollysta, carry me to Poog." He hops on Ollysta's back to go to the Abattoir where Poog is. Seeing how Q is barely hanging on, she grudgingly agrees to be his pack horse.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Transmogrify, Amulet of the Abyss, Blessing of Iomedae, Life Leech, Stole of the Inheritor, Armor of Skulls, Force Sling +3,

Displayed:
Deck: 5 Discard: 9 Buried: 0
Notes:
Mythic Charges: 2 Die Bumps: 1 Reroll Available: N

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +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) ([x] +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 succeed 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 ([x] 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.

Banished card 1 in Great Hall. Moved to Abattoir via Ollysta's power.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
Favored of Deskari:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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

During This Scenario:

  • Display the Troop Champions of Mendev.
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.
Champions of Mendev:
Champions of Mendev
Troop 6

Powers
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
[ ] Mythic Medal of Valor: Melee: Strength + 5
[ ] Mythic Medal of Agility: Ranged: Dexterity + 5
[ ] Mythic Medal of Vigor: Fortitude: Constitution + 5
[ ] Mythic Medal of Clarity: Knowledge: Intelligence + 5
[ ] Mythic Medal of Spirit: Divine: Wisdom + 5
[ ] Mythic Medal of Command: Acane: Charisma + 5

Ollysta Zadrian:
Ollysta Zadrian
Cohort 6

Traits
Human
Paladin

Check

Powers
Put this card on top of your deck to shuffle any location deck, then examine its top card.
Reveal this card to draw the bottom card of your deck, then recharge this card.
Recharge this card to move. Ignore any movement restrictions.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.

Monster 2
Spoiler:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

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

Monster 3
Spoiler:
Tarry Fiend
Monster 5

Traits
Outsider
Fiend

Check
Combat
21

Powers
The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Monster 4
Spoiler:
Alderpash's Ghoul
Monster 5

Traits
Undead
Ghoul

Check
Combat
23

Powers
Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Monster 5
Spoiler:
Corruption Demon
Monster 5

Traits
Outsider
Demon

Check
Combat
25

Powers
The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

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

Traits
Temptation

Check
None
0

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

Barrier 2
Spoiler:
Temptation of Favor
Barrier 3

Traits
Temptation

Check
None
0

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

Barrier 3
Spoiler:
Verminous Symbols
Barrier 6

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Wisdom
17
OR
Disable
15

Powers
If undefeated, each character at your location is dealt Poison damage equal to the number of cards that have the Attack trait and weapons in your hand. Each character must first choose cards that have the Attack trait and weapons to discard as damage, if he has any.
If you do not defeat the Verminous Symbols by at least 4, shuffle it into the location deck it came from.

Barrier 4
Spoiler:
Abyssal Shortcut
Barrier 4

Traits
Temptation
Abyssal

Check
None
0

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

Barrier 5
Spoiler:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Random Weapons:
Weapon 1
Spoiler:
Shocking Lance +1
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
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Weapon 3
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

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

Weapon 4
Spoiler:
Skirmishing Spear
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 5
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Random Spells:
Spell 1
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

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

Spell 2
Spoiler:
Time Stop
Spell 6

Traits
Magic
Arcane
Mythic

Check
Intelligence
Arcane
20

Powers
Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
After playing this card, if you do not have the Arcane skill, banish it.

Spell 3
Spoiler:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Spell 5
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

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

Random Armors:
Armor 1
Spoiler:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

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

Armor 2
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 3
Spoiler:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

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

Armor 4
Spoiler:
Eagle Knight Dress Uniform
Armor 1

Traits
Heavy Armor
Veteran

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 5
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

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

Random Items:
Item 1
Spoiler:
Bountiful Bottle
Item 6

Traits
Item
Magic
Mythic

Check
Intelligence
Craft
13

Powers
Reveal this card to draw a loot that has an adventure deck number less than the scenario's adventure deck number from the box. You may add the loot to your hand or give it to another character.
After playing this card, banish it, or expend a mythic charge to bury it instead of banishing it.

Item 2
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Item 3
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

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

Item 4
Spoiler:
Belt of Charging
Item 4

Traits
Accessory
Magic

Check
Strength
Melee
11

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

Item 5
Spoiler:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

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

Random Allies:
Ally 1
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

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

Ally 2
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

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

Ally 3
Spoiler:
Celestial Unicorn
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
Spoiler:
Carbuncle
Ally C

Traits
Aberration

Check
None
0

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

Ally 5
Spoiler:
Thylacine
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shax
Blessing 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 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Turn: 18 Reta/Hawkmoon269

Top of Blessing Discard Pile: Blessing of Baphomet

Top Blessing:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 12
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 19 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 20 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 22 Qualzar Furryface)
Spoiler:
Blessing of the Inheritor
Blessing 6

Traits
Divine
Iomedae

Check
Charisma
12
OR
Divine
9

Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessings Deck Card 5 (Turn 23 Reta)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 6 (Turn 24 Tup)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 25 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 9 (Turn 27 Qualzar Furryface)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 10 (Turn 28 Reta)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 11 (Turn 29 Tup)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 12 (Turn 30 Poog)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Corruption Forge
At This Location: When you play a card that has the Corrupted trait, bury it.
When Closing: Succeed at a Consitution or Craft 7 check.
When Permanently Closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Reta, Zetha

Corruption Forge Card 1:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

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

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
Notes: Elemental Bombardment (Sp 5), Helm of the Serpent King (Ar 5)

Great Hall Card 1:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

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

Great Hall Card 2:
Chaos Stone
Item 5

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Great Hall Card 3:
Yealek-Vor
Villain Monster 6

Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

Great Hall Card 4:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Great Hall Card 5:
Helm of the Serpent King
Armor 5

Traits
Heavy Armor
Magic
Corrupted
Mythic

Check
Constitution
Fortitude
12

Powers
Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.

Great Hall Card 6:
Book of the Damned
Item 5

Traits
Book
Magic
Divine
Corrupted

Check
Banish a blessing
0

Powers
Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Great Hall Card 7:
Spellbreaker
Weapon 5

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic

Check
Strength
Melee
Arcane
Divine
16

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

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:2 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Tup,

Sanctum Card 1 - Peryton:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Sanctum Card 2:
Elemental Bombardment
Spell 5

Traits
Magic
Arcane
Divine
Attack
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
14

Powers
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Sanctum Card 3:
Expeditious Chain Mail
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.

Sanctum Card 4:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Sanctum Card 5:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:3 Ba:1 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Poog, Qualzar

Abattior Card 1:
Duergar Cultists
Henchman Barrier 6

Traits
Skirmish
Dwarf
Cultist

Check
Combat
30

Powers
Before you act, each character at this location must succeed at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. Characters who fail are dealt 2d4 Combat damage.
You may recharge any number of allies or cohorts; for each card recharged, add 1d4 to your check to defeat. Each other character at this location may reveal a card that has the Attack trait or a weapon to add 1d6 to your check to defeat.
If defeated, you may expend a mythic charge to immediately attempt to close the location this henchman came from.

Abattior Card 2:
Planar Crossbow +2
Weapon 5

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Abattior Card 3:
Boar Demon
Monster 6

Traits
Outsider
Demon

Check
Combat
28

Powers
The Boar Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 12 check or your Intelligence, Wisdom, and Charisma skills are each 1d4 until the end of the encounter.
Choose another character at your location; that character summons and encounters this adventure's servitor demon.

Abattior Card 4:
Sawtooth Sabre +2
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.

Abattior Card 5:
Mad Knight
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.

Abattior Card 6:
Blasphemy Demon
Monster 4

Traits
Outsider
Demon

Check
Combat
21
OR
Wisdom
13

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

Abattior Card 7:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Abattior Card 8:
Keen Scythe +2
Weapon 5

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. 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 6.

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

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:


Reta's Hand Greatest Leader Ever!!

Reta is ready to end the corruption.

She explores the Corruption Forge.
Free exploration: Betrayal Demon
She finds a Betrayal Demon! She feels betrayed!
She recharges 7 cards and draws 6.

Hand: Celestial Crossbow +3, Planar Crossbow +2, Swiftshooter, Velociraptor, Blessing of Hadregash, Blessing of Shizuru

She has her Celestial Crossbow +3. Now the Betrayal Demon is betrayed by its own power!

Celestial Crossbow +3, Blessing of Shizuru, Searing Arrows (Planar Crossbow +2)
Combat 16: 1d10 + 5 + 5 + 1d8 + 3 + 2d6 + 2d10 + 1d10 ⇒ (4) + 5 + 5 + (1) + 3 + (4, 6) + (5, 5) + (7) = 45
Success!
AYE Wisdom 9: 1d6 + 2 ⇒ (1) + 2 = 3
Zetha is dealt: 1d6 ⇒ 6 Combat damage. A deck 4 monster should solve that problem.
Defeated
To my bolts!

No one betrays Reta!

Time to close...

Blessing of Hadregash (Swiftshooter)
Constitution 7: 1d8 + 1 + 2d8 ⇒ (4) + 1 + (5, 7) = 17
Closed.

Reta ends the corruption and begins to set up her own.

Ending my turn. Moving to the Great Hall for coverage.

Reta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences 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 location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Starbow, Ophidian Armor, Velociraptor, Blessing of Lady Lastbreath, Blessing of Zogmugot
Deck: 11 Discard: 4 Buried: 3 Displayed: 7
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist, Demon

Summary: Defeated card 1 at Corruption Forge. Closed Corruption Forge. Moved to Great Hall


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

Tup keeps slogging through the Shank-Tum and plans to kill a Perry-ton. Using Death's Touch.

Combat 14+3=17: 1d12 + 10 + 3d6 + 3 ⇒ (6) + 10 + (5, 5, 3) + 3 = 32
recharge Arcane 12: 1d12 + 10 ⇒ (7) + 10 = 17 Defeated.

No other explores, so that's it.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Cloudburst, Cape of Wasps, Twisted Space, Fire Barrage, Codex of Conversations, Ice and Fire, Staff of Dark Flame,

Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage! I can also use Staff of Dark Flame to reduce the difficulty of a check by 1d4+1.
Current Mythic Charges: 5 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [X] +1 [ ] +2 [ ] +3 + MYTHIC
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +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 ([X +1) ([X] +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.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 until the end of the turn.


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

Redeemed Cards:

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

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
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.


Qualzar heals: 1d4 + 1 ⇒ (2) + 1 = 3.

Poog consults his Samisen:
Abbatoir - Duergar Cultists
Great Hall - Raconteur
Sanctum - Elemental Bombardment

Poog is a little dubious of taking out the Cultists and a Brimorak at the Abbatoir with only 5 cards in hand, and also Qualzar probably doesn't want rocks to fall on his head, so he heads to the Great Hall to hopefully not do something worse.

He finds a Gnome hiding there. "Okay, Gnomie, lead on!"

The Gnome leads him to a Chaos Stone, which totally sounds fun, so Poog keeps it.

Barkbreaker leads him on one final time. To a horrible, horrible demon.

Yealek-Vor:

Villain Monster 6
Traits
Outsider
Demon
Cleric
Mythic

Check
Combat
Divine
Wisdom
30
THEN
Combat
40

Powers
Yealek-Vor is immune to the Electricity and Poison traits.
Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.


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

Tup casts Twisted Space so Poogy doesn't lead the bad demon to all of us quite yet. Evaded.
recharge Arcane 10: 1d12 + 10 ⇒ (7) + 10 = 17 Auto.

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