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

Tup sees his BEST FRIEND Mr. Unicorn again!
Charisma 12: 1d12 + 10 + 1d4 ⇒ (5) + 10 + (1) = 16 Unicorn wants to come with Tup, but might get scared away by other gobs.


Reepazo displayed Breath of Life when encountering Rallying Cry.

Reepazo looks at the Reedemer Blacksmith

Redeemer Blacksmith:
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.

Use BoZarongel
Reedemer Blacksmith DC 8 int: 3d6 ⇒ (3, 3, 6) = 12
Reedemer Blacksmith DC 9 cha: 2d6 + 6 ⇒ (6, 1) + 6 = 13

I have BoAbraxas, BoPharasma, or Talisman of True faith that I can use to help Reta if needed


Spreadsheet Mustached Gnomblin Sorcerer 6

Retainer is automatically smitten with Q.


Reta's Hand Greatest Leader Ever!!

Reta activates wonder twin powers with Poog and Q helps with a blessing.
Reta recharged Mighty Gugmuff XXXII

Intelligence 9: 1d6 + 1d8 + 1d6 ⇒ (3) + (4) + (4) = 11
Success

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 7
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, Lizard, Scribe, Velociraptor
Deck: 12 Discard: 3 Buried: 0 Displayed: 3
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin


Okay so sounds like we can auto the rest. So Reepazo discards her redeemer blacksmith to explore. She finds Shocking Lance +1

Shocking Lance DC 13 melee: 1d12 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8 banished
She draws a card from vermin trait on her check.

She then resets her hand and ends turn

Reepazo squished some bugs and wrote:

Hand: Blancher, Cloudburst, Animalbane Horsechopper+3, BoAbraxas 1, Talisman of True Faith, BoPharasma,

Deck: 9 Discard: 3 Buried: 0, Displayed: Holy Javelin, Fly, Breath of Life,
Notes:
Bugform Active: Y, Mythic Charges: 6, Shirt Reroll Available: Y

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[X]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 +6 [X]+7 [X]+8 [X]+9 [X]+10
Divine: Wisdom +2
CHARISMA d6 +6 []+7 []+8
Survival: Charisma +3

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

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

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

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

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


Reta's Hand Greatest Leader Ever!!

The hour is Ascensiony.

Reta will move down to the Soul Foundry.

Free exploration: Verminous Symbols
Reta finds some drawing Reepazo must have done while she was on vacation last week.
A blessing from Reepazo and from someone else.
Fortitude 17: 1d8 + 2 + 1d8 + 1d8 ⇒ (6) + 2 + (2) + (2) = 12
Ack. Crap.
Not worth a reroll since if I don't beat it by 4 I'll shuffle it anyway.

2 damage, I have to choose weapons first, which are also 2.

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 7
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, Swallowtail Bracers, Searing Arrows, Lizard, Poog of Zarongel, Scribe, Velociraptor
Deck: 8 Discard: 5 Buried: 0 Displayed: 3
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin

Moved to Soul Foundry. Failed card 1. Shuffle the location.


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:

  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise (DOWN), you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
  • After closing 1 location, draw the cohort Aucinda Fermender from the box.
  • When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
    Aucinda Fermender:
    Aucinda Fermender
    Cohort 6

    Traits
    Half-Orc
    Rogue

    Check

    Powers
    When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
    Put this card on top of your deck to move.
    Put this card on top of your deck to examine the bottom card of any 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

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

    Random Monsters:
    Monster 1
    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.

    Monster 2
    Spoiler:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

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

    Monster 3
    Spoiler:
    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.

    Monster 4
    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 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:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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 4
    Spoiler:
    Temptation of Favor
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    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:
    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:
    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 3
    Spoiler:
    Scizore +3
    Weapon 4

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 4
    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 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

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

    Spell 2
    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 3
    Spoiler:
    Steal Mythic Power
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
    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 16 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

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

    Spell 5
    Spoiler:
    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:
    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:
    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:
    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 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:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Random Items:
    Item 1
    Spoiler:
    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 2
    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 3
    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 4
    Spoiler:
    Pauper's Thighbone
    Item 3

    Traits
    Item
    Mythic

    Check
    Banish an Item
    0

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

    Item 5
    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.

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

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    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 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:
    Interrogator
    Ally B

    Traits
    Human
    Inquisitor

    Check
    Knowledge
    6
    OR
    Charisma
    Diplomacy
    8

    Powers
    If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
    Recharge this card to succeed at your Knowledge check against a bane.
    Discard this card to explore your location.

    Ally 5
    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.

    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 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Turn: 11 Tup/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Poog)
    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 2 (Turn 13 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 14 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 15 Reepazo)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 16 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 6 (Turn 17 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 18 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 8 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (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 10 (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 11 (Turn 22 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 23 Tup)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 24 Poog)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 14 (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 15 (Turn 26 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 28 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 18 (Turn 29 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 19 (Turn 30 Poog)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Harvester's Pit
    At This Location:
    When Closing:
    When Permanently Closed:
    M:4 Ba:0 W:2 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog,
    Notes: Mace of Smiting (6), Mist Horror, garbage.

    Harvester's Pit Card 1:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

    Harvester's Pit Card 2:
    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.

    Harvester's Pit 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.

    Harvester's Pit Card 4:
    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.

    Harvester's Pit Card 5:
    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.

    Harvester's Pit Card 6:
    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.

    Harvester's Pit Card 7:
    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.

    Harvester's Pit Card 8:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Harvester's Pit Card 9:
    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.

    Soul Foundry
    Traits: Abyssal
    At This Location: If you would recharge a card, discard it instead.
    When Closing: Summon and defeat the henchman Ravener Terendelev.
    When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
    M:3 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Reta,
    Notes: Verminous Symbols

    Soul Foundry Card 1:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Soul Foundry Card 2:
    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.

    Soul Foundry Card 3:
    Lost Soul
    Monster 3

    Traits
    Undead

    Check
    Combat
    19

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

    Soul Foundry Card 4:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

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

    Soul Foundry Card 5:
    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.

    Soul Foundry 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.

    Soul Foundry Card 7:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Soul Foundry Card 8:
    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.

    Soul Foundry Card 9:
    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.

    Soul Foundry Card 10:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:0 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Qualzar

    Occult Library Card 1 - Compelling Offer:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Occult Library Card 2 - Lymirin Discourses:
    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.

    Occult Library Card 3:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Occult Library 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.

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

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Torture Chamber Card 3:
    Unstable Accelerant
    Barrier 6

    Traits
    Trap
    Alchemical

    Check
    None

    Powers
    Display this barrier faceup next to your location; the barrier is undefeated.
    While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
    When that location deck has no cards remaining, banish this barrier.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Torture Chamber Card 6:
    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.

    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

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

    Great Hall Card 1:
    Firadreal
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    40

    Powers
    Firadreal is immune to the Electricity and Poison traits.
    During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
    Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Foritude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.

    Great Hall Card 2:
    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.

    Great Hall Card 3:
    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.

    Great Hall Card 4:
    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.

    Great Hall Card 5:
    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.

    Great Hall Card 6:
    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.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1

    Laboratory Card 1:
    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.

    Laboratory Card 2:
    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.

    Laboratory Card 3:
    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.

    Laboratory Card 4:
    Urannag
    Monster 4

    Traits
    Construct
    Obstacle
    Lock

    Check
    Combat
    30
    OR
    Disable
    17

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

    Laboratory Card 5:
    Yracandra
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    Laboratory Card 6:
    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.

    Laboratory Card 7:
    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.

    Laboratory Card 8:
    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.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    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.

    Middle of Nowhere
    At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
    When Closing: This location is always closed, it cannont be opened.
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:
    Closed


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

    Tup is ready to be the best goblin of all goblins ever in goblin history. If he dies, he will likely become the next goblin hero-god. If he lives, he will likely become the king of all of Golarion.

    He takes his epic-awesome-mythicness and points it farther into the surprisingly large room they call the Torture Chamber.
    Exploring to find a Demonic Horde.
    He sees a BUNCH of demons running toward him, and casts a spell, effortlessly sending them to another part of the castle.
    EDIT: Recharging Autumn Witch to evade the Demonic Horde.
    recharge Arcane 10: 1d12 + 11 + 1d4 ⇒ (12) + 11 + (4) = 27 Auto-recharged.

    Knowing he doesn't want to accidentally find those demons again, he pulls out a wand and looks around. Using Wand of Flying to look at the top card here and at the Soul Foundry. random here: 1d6 ⇒ 1 aaand it's the Demonic Horde again.

    He opens a door, seeing the demons that he sent away playing cards in the room. They didn't notice him, so he quickly shuts the door and decides to fly out the window to the Great Hall. Top card of the Great Hall is the Villain!

    Tup knows he shouldn't fight Firadreal yet, so he instead tries to fly to the Soul Foundry.
    Intelligence 14: 1d6 + 7 + 1d4 ⇒ (3) + 7 + (1) = 11 But he is grabbed by a powerful wind and blown to random: 1d9 ⇒ 2 the Harvester's Pit instead.
    Recharge Arcane 12: 1d12 + 11 + 1d4 ⇒ (7) + 11 + (1) = 19

    Then he sends his Icy Chemist to look around, finding a useful scroll.
    Mirror Image, auto-acquire. Reveal Codex of Conversations to recharge Ice Chemist, auto the Diplomacy check.

    He sends his raptor to sniff out some badguys, and the Raptor brings back a mace in his mouth. The mace is too heavy for Tup, though, so he just drops it down a hole in the floor, hearing it make a satisfying "THUD". Explore with Velociraptor, banish the mace.

    Tup sends Gribbet to look around, and Gribbet brings back a fiery monster. Exploring with Gribbet to find a Salamander. Not immune to Fire, surprisingly. Banishing the Wand of Detect Magic to use my power.
    Combat 15: 1d12 + 11 + 1d8 + 1 + 1d6 + 1 ⇒ (3) + 11 + (8) + 1 + (5) + 1 = 29 Defeated.

    Grrr have to pause here, wife is requring it. Be back soon.


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

    Tup then pulls out a holy-ish symbol of the goddess of death and looks around using its light. BoPharasma to explore, finding a Wrecker Demon.

    A demony-guy pops out of a closet, startling Tup, and Tup fires a fiery blast of fire at him.
    Banishing Mirror Image to use my combat power. Also displaying Rune of Jandelay, cuz why not?
    Combat 14: 1d12 + 11 + 1d8 + 1 + 1d6 + 1 + 6 ⇒ (12) + 11 + (3) + 1 + (4) + 1 + 6 = 38 Auto-defeated. I draw a random spell, which is Divine Blaze.

    Deciding he's done with the current place, Tup jumps on his friend the unicorn and rides him over to the Laboratory.
    Celestial unicorn to explore at the Laboratory. He finds an Apprentice.

    Tup finds a weak wizardy-guy walking around, trying to cast spells. Tup says "I teach you to cast spells better, you do things for me. Deal?" Apprentice auto-acquired. Reveal Codex of Conversations to auto the check to recharge the Unicorn.

    Then Tup send his new friend to look around more. Apprentice to explore. Blessing of Sifkesh.

    Tup's new student brings back a weird-looking knife that seems to be constantly dripping blood. Tup says "That a holy symbol of god-who-likes-to-make-people-sooisyde. It dangerous, but Tup can handle it." Reveal Codex of Conversations to recharge Apprentice. Burying Spellcaster's Shield to pick up the blessing, then discarding it to explore again.

    Tup looks around again, using the dripping blood from the knife to mark a trail back to the entrance. He finds a very ordinary-looking flask, but it is oozing magical energy.
    Find an Iron Flask, Item 6!
    Arcane 14: 1d12 + 11 ⇒ (5) + 11 = 16 Acquired.

    Tup feels like he's found lots of cool stuff here, and is totally ready to take on all those evil-y demony-guys back at the Torture Chamber. So he jumps onto Deliverance's back and rides back over there! Of course, when he gets there, he jumps off Deliverance's back, lands right on top of Zetha and Ehtaz, and Deliverance scampers off into the castle.
    Shuffle Deliverance into the Torture Chamber.

    Tup says hi to Zetha, then goes into the Torture Chamber again, heedless of any dangers.

    Well, no more explores. Disappointing.
    recharge Rune of Jandelay Arcane 16: 1d12 + 11 + 1d4 ⇒ (6) + 11 + (2) = 19 Recharged. Too many cards in hand, so I have to discard a bunch. Man, I wish I had fought more monsters during that turn!

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Blessing of the Boss, Limp Lash, Iron Flask, Cloudburst, Twisted Space, Phoenix Cloak, Codex of Conversations,

    Displayed: Create Mindscape, Safety Bubble,
    Deck: 8 Discard: 8 Buried: 2
    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: 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.
    [X] 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 or Fortitude: Constitution +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:

  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise (DOWN), you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
  • After closing 1 location, draw the cohort Aucinda Fermender from the box.
  • When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
    Aucinda Fermender:
    Aucinda Fermender
    Cohort 6

    Traits
    Half-Orc
    Rogue

    Check

    Powers
    When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
    Put this card on top of your deck to move.
    Put this card on top of your deck to examine the bottom card of any 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

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

    Random Monsters:
    Monster 1
    Spoiler:
    Drocha Swarm
    Monster 3

    Traits
    Undead
    Swarm
    Incorporeal

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    17

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

    Monster 2
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

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

    Monster 3
    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 4
    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.

    Monster 5
    Spoiler:
    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.

    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:
    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:
    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 4
    Spoiler:
    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.

    Barrier 5
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    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:
    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 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:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    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 3
    Spoiler:
    Steal Mythic Power
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
    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 16 check to recharge this card instead of discarding it.

    Spell 4
    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 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:
    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:
    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 3
    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 4
    Spoiler:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Armor 5
    Spoiler:
    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:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
    After you shuffle a location deck, reveal this card to examine its top card.

    Item 2
    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 3
    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 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:
    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:
    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.

    Ally 2
    Spoiler:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 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:
    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 5
    Spoiler:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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 5
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Turn: 12 Poog/Keith Richmond

    Top of Blessing Discard Pile: Blessing of the Inheritor

    Top Blessing:
    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 Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 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 2 (Turn 14 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 3 (Turn 15 Reepazo)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 16 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 17 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 18 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 7 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (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 9 (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 10 (Turn 22 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 11 (Turn 23 Tup)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 24 Poog)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 13 (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 14 (Turn 26 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 15 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 28 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 17 (Turn 29 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 18 (Turn 30 Poog)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Harvester's Pit
    At This Location:
    When Closing:
    When Permanently Closed:
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog,
    Notes: Mace of Smiting (6), Mist Horror, garbage.

    Harvester's Pit Card 1:
    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.

    Harvester's Pit Card 2:
    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.

    Harvester's Pit Card 3:
    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.

    Harvester's Pit Card 4:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Harvester's Pit Card 5:
    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.

    Soul Foundry
    Traits: Abyssal
    At This Location: If you would recharge a card, discard it instead.
    When Closing: Summon and defeat the henchman Ravener Terendelev.
    When Permanently Closed: On closing, you may banish an ally to draw a random non-Basic, non-Elite weapon, armor, or item from the box.
    M:3 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Reta,
    Notes: Verminous Symbols

    Soul Foundry Card 1 - Demon Brawl:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Soul Foundry Card 2:
    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.

    Soul Foundry Card 3:
    Lost Soul
    Monster 3

    Traits
    Undead

    Check
    Combat
    19

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

    Soul Foundry Card 4:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

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

    Soul Foundry Card 5:
    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.

    Soul Foundry 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.

    Soul Foundry Card 7:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Soul Foundry Card 8:
    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.

    Soul Foundry Card 9:
    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.

    Soul Foundry Card 10:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:0 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Qualzar

    Occult Library Card 1 - Compelling Offer:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Occult Library Card 2 - Lymirin Discourses:
    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.

    Occult Library Card 3:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Occult Library 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.

    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:2 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:2
    Located here: Zetha, Tup
    Notes: Faxon=Deliverance

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    Unstable Accelerant
    Barrier 6

    Traits
    Trap
    Alchemical

    Check
    None

    Powers
    Display this barrier faceup next to your location; the barrier is undefeated.
    While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
    When that location deck has no cards remaining, banish this barrier.

    Torture Chamber Card 6:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Torture Chamber Card 7:
    Faxon
    Villain Monster 1

    Traits
    Pitborn
    Demon
    Witch

    Check
    Combat
    12

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

    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

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

    Great Hall Card 1 - Firadreal:
    Firadreal
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    40

    Powers
    Firadreal is immune to the Electricity and Poison traits.
    During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
    Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Foritude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.

    Great Hall Card 2:
    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.

    Great Hall Card 3:
    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.

    Great Hall Card 4:
    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.

    Great Hall Card 5:
    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.

    Great Hall Card 6:
    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.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:1

    Laboratory Card 1:
    Urannag
    Monster 4

    Traits
    Construct
    Obstacle
    Lock

    Check
    Combat
    30
    OR
    Disable
    17

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

    Laboratory Card 2:
    Yracandra
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    Laboratory Card 3:
    Charm Monster
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Laboratory Card 4:
    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.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    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.

    Laboratory Card 7:
    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.

    Middle of Nowhere
    At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
    When Closing: This location is always closed, it cannont be opened.
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:
    Closed


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    Q discards both Blessings of Iomedae for Reta (one during Rallying Cry and the other during her turn).

    Hand update

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Safe Harbor, Armor of Skulls, Surgeon, Amulet of the Abyss, Demon Hunter's Handbook (ncd), Retainer (ncd),

    Displayed:
    Deck: 14 Discard: 5 Buried: 0
    Notes:
    Mythic Charges: 6 Die Bumps: 1 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).
    [x] 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.

    Grand Lodge

    Female Blue Goblin Sneaker

    Zetha banished 2 monsters to acquire the Pit Gladiator.

    Zetha, Mythically Sneaky Blue Goblin wrote:

    Hand: Fly, Haste, Gargle the Vampire Bat, Ice Chemist, Pit Gladiator, Monster 6

    Displayed: Ahtez
    Deck: 13 Discard: 6 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.


    Poog heads to the Soul Foundry, though it seems like a not nice place.

    He wades right into a Demon Brawl, cause those seem fun. A Vulture Demon fights 1d2 ⇒ 2 Poog and a Treachery Demon fights 1d2 ⇒ 2 Poog. Poog wonders if Reta has swapped his coin for one with heads on both sides.

    It worked well last time, so he'll try to wrestle a Vulture Demon. BYA Con 9: 1d8 + 1d4 ⇒ (6) + (3) = 9, except this time all the souls Poog has eaten lets him just murder it with his sword. Diff: 19 - 1d6 ⇒ 19 - (6) = 13
    1d8 + 5 + 6 + 1d8 + 4 + 1d6 + 1 + 1d4 ⇒ (3) + 5 + 6 + (3) + 4 + (3) + 1 + (1) = 26

    Treachery Demon knows what's coming next, should've teleported out already. BYA Wis 12: 1d10 + 2 + 6 + 1d4 ⇒ (2) + 2 + 6 + (3) = 13 That's right - one combat damage for 1d2 ⇒ 2 Poog. Diff: 24 + 1d10 ⇒ 24 + (10) = 34 Poog sees Tup has a Blessing of the Boss, and uses it.
    Combat 34: 1d8 + 5 + 6 + 1d8 + 4 + 1d6 + 1 + 2d8 + 1d4 ⇒ (7) + 5 + 6 + (6) + 4 + (5) + 1 + (7, 4) + (3) = 48

    Poog ooooohs at the arrival of the crazy dragon-lich thingie. "Poog needs a new helmet, you come here so Poog can take your head!"
    Sand Elemental to ignore its Before Acting power, but Reta still needs to deal.


    Reta's Hand Greatest Leader Ever!!

    Reta would have displayed her arrows (I hadn't noticed her hand).

    She burns a charge.
    Reveal and recharge swallowtail bracers
    Dexterity 16: 1d10 + 3 + 4 + 1 + 1d10 ⇒ (9) + 3 + 4 + 1 + (2) = 19


    Poog brandishes his flaming sword, and also his flaming Poog.
    Combat 30: 1d8 + 5 + 6 + 1d8 + 4 + 1d6 + 1 + 3 + 1d12 ⇒ (8) + 5 + 6 + (7) + 4 + (3) + 1 + 3 + (8) = 45
    Poog then sets his sword extra on fire, for mythic glory.
    Combat 35: 1d8 + 5 + 6 + 1d8 + 4 + 1d6 + 1 + 1d8 + 1d20 ⇒ (5) + 5 + 6 + (6) + 4 + (3) + 1 + (3) + (18) = 51

    Poog is a little sad he lost track of his Wand of Flying, so he can't close 2 locations this turn. Apparently my self-heal when you guys bless me isn't optional. Oops. I was going to Dogfinder draw my discard pile and keep going :)

    Poog

    Hand: Dawnflower's Kiss, Dogfinder, Wand of Flying, Blessing of Bark Breaker, Blessing of Zarongel, Fire Snake, Divine Blaze,
    Deck: 9 Discard: 4 Buried: 0
    Displayed: God of Goblin Leaders, Steal Soul,
    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 d8 and you may add the Fire trait


    hand update from discarding blessing for reta

    Reepazo squished some bugs and wrote:

    Hand: Blancher, Cloudburst, Animalbane Horsechopper+3, BoAbraxas 1, BoPharasma,

    Deck: 9 Discard: 4 Buried: 0, Displayed: Holy Javelin, Fly, Breath of Life,
    Notes:
    Bugform Active: Y, Mythic Charges: 6, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 []+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +6 [X]+7 [X]+8 [X]+9 [X]+10
    Divine: Wisdom +2
    CHARISMA d6 +6 []+7 []+8
    Survival: Charisma +3

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

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

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

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

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


    Reta's Hand Greatest Leader Ever!!

    Poog had Mendevian Crusader for Reta to not take damage instead of playing her Swallowtail Bracers.

    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 7
    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, Swallowtail Bracers, Lizard, Poog of Zarongel, Scribe, Velociraptor
    Deck: 8 Discard: 5 Buried: 0 Displayed: 4
    Notes: Mythic Charges: 5/6 Reroll: Not used
    Slaying Bolts: Construct, Vermin

    Grand Lodge

    Female Blue Goblin Sneaker

    Zetha draws monsters 3, 4, C.

    Zetha finds a Riftwarden in the Torture Chamber.
    Int 7: 1d8 + 6 ⇒ (6) + 6 = 12
    Zetha frees her to ask her for directions.

    Explore via Riftwarden.
    The warden runs away screaming. Zetha knows longshanks are pretty dumb, so she heads in opposite direction.
    But through that doorway is a Locust Demon. Ugh demons! Zetha slams the door in its face.
    Banishing monster to evade since BYA is bad.

    Explore via Pit Gladiator.
    Card explored: 1d6 + 1 ⇒ (2) + 1 = 3 -> Pit Gladiator
    Zetha finds another longshanks to free.
    Melee 12, banishing monster to use Stealth + Mythic: 1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22
    Cha 12, banishing monster to use Stealth + Mythic: 1d10 + 7 + 6 ⇒ (7) + 7 + 6 = 20

    Explore via Pit Gladiator 2.
    This longshanks seems like a fighting person, so Zetha watches to see where he goes.
    Card explored, will reroll 3: 1d6 + 1 ⇒ (2) + 1 = 3
    Card explored, will reroll 3: 1d6 + 1 ⇒ (1) + 1 = 2

    But he runs through the same demon doorway. Dumb longshanks, apparently can't wait to get eaten! Zetha slams the door again.
    Banishing monster to evade again.

    Out of monsters so stopping.

    Zetha, Mythically Sneaky Blue Goblin wrote:

    Hand: Fly, Blessing of Pharasma (2 dice if spell played), Haste, Gargle the Vampire Bat, Ice Chemist, Locate Object, Cleric of Nethys

    Displayed: Ahtez
    Deck: 10 Discard: 9 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

    Q flips Blessing of Ascension and continues at the Occult Library. He gets a Compelling Offer (displayed).

    He asks his Surgeon to explore, and she finds a copy of the Lymirin Discourses he found earlier; Q wasn't interested by the Retainer tried to take it. Wisdom 9: 1d6 + 1d4 ⇒ (2) + (2) = 4 Unfortunately, it wasn't a good copy and so he ended up ditching it anyway.

    With nothing else to explore with Q rests.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Safe Harbor, Armor of Skulls, Amulet of the Abyss, Demon Hunter's Handbook (ncd), Ivory, Blessing of Nocticula, Transmogrify,

    Displayed:
    Deck: 13 Discard: 6 Buried: 0
    Notes:
    Mythic Charges: 6 Die Bumps: 1 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).
    [x] 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 1 displayed. Card 2 banished.


    Reepazo flips BoAbadar and then moves to Laboratory . She explores and finds a Urannag

    Urannag:

    Monster 4

    Traits
    Construct
    Obstacle
    Lock

    Check
    Combat
    30
    OR
    Disable
    17

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

    Display Bloudburst for bug form. Wsih I had kept talisman of true faith for BoAbadar
    Use blaancher and BoPharasma. She draws another card, poog
    Urannag DC 30 combat: 2d12 + 3 + 2d6 + 4 + 1 + 1d6 ⇒ (7, 10) + 3 + (6, 3) + 4 + 1 + (5) = 39 defeated

    She uses Poog to explore she finds a Villain! display BoAbraxas for bug form.

    Yracandra:

    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    She diusplays BoAbraxas1 for bug form.

    Reepazo decides to evade though, she recharges Cloudburst. She then resets her hand and ends turn

    Reepazo squished some bugs and wrote:

    Hand: Blancher, BoAchaekek, Animalbane Horsechopper+3, Safety Bubble, Limp Lash, BoAbraxas 2,

    Deck: 5 Discard: 7 Buried: 0, Displayed: Holy Javelin, Fly, Breath of Life, BoAbraxas 1,
    Notes:
    Bugform Active: Y, Mythic Charges: 6, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 []+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +6 [X]+7 [X]+8 [X]+9 [X]+10
    Divine: Wisdom +2
    CHARISMA d6 +6 []+7 []+8
    Survival: Charisma +3

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

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

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

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

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


    During This Adventure:

    • The servitor demon is the henchman 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:

  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise (DOWN), you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
  • After closing 1 location, draw the cohort Aucinda Fermender from the box.
  • When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
  • Compelling Offer displayed.
    Aucinda Fermender:
    Aucinda Fermender
    Cohort 6

    Traits
    Half-Orc
    Rogue

    Check

    Powers
    When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
    Put this card on top of your deck to move.
    Put this card on top of your deck to examine the bottom card of any 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


    Compelling Offer:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Monster 3
    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 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:
    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:
    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 3
    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 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    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.

    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:
    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:
    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:
    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 2
    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 3
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    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:
    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.

    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:
    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:
    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:
    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 5
    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.

    Random Items:
    Item 1
    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 2
    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 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:
    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.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Unfettered Imp
    Ally 3

    Traits
    Outsider
    Devil
    Temptation

    Check
    Intelligence
    Charisma
    Arcane
    7

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

    Ally 2
    Spoiler:
    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:
    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 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:
    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.

    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 the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessing 3
    Spoiler:
    Blessing of 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 4
    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 5
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Turn: 16 Reta/Hawkmoon269

    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: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 18 Poog)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (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 5 (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 6 (Turn 22 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 7 (Turn 23 Tup)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 24 Poog)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 9 (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 10 (Turn 26 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 11 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 28 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 29 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 14 (Turn 30 Poog)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Harvester's Pit
    At This Location:
    When Closing:
    When Permanently Closed:
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
    Closed
    Notes: Mace of Smiting (6), Mist Horror, garbage.

    Harvester's Pit Card 1:
    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.

    Harvester's Pit Card 2:
    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.

    Harvester's Pit Card 3:
    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.

    Harvester's Pit Card 4:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Harvester's Pit Card 5:
    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.

    Soul Foundry
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog, Reta,
    Notes:

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Qualzar

    Occult Library Card 1 - Lymirin Discourses:
    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.

    Occult Library Card 2:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Occult Library Card 3:
    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.

    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:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
    Located here: Zetha, Tup
    Notes: Faxon=Deliverance, Locust Demon

    Torture Chamber Card 1:
    Faxon
    Villain Monster 1

    Traits
    Pitborn
    Demon
    Witch

    Check
    Combat
    12

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

    Torture Chamber Card 2:
    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.

    Torture Chamber Card 3:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Torture Chamber Card 4:
    Unstable Accelerant
    Barrier 6

    Traits
    Trap
    Alchemical

    Check
    None

    Powers
    Display this barrier faceup next to your location; the barrier is undefeated.
    While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
    When that location deck has no cards remaining, banish this barrier.

    Torture Chamber Card 5:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    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

    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:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1

    Great Hall Card 1 - Firadreal:
    Firadreal
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    40

    Powers
    Firadreal is immune to the Electricity and Poison traits.
    During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
    Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Foritude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.

    Great Hall Card 2:
    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.

    Great Hall Card 3:
    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.

    Great Hall Card 4:
    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.

    Great Hall Card 5:
    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.

    Great Hall Card 6:
    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.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Reepazo
    Notes: Yracandra (Villain)

    Laboratory Card 1:
    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.

    Laboratory Card 2:
    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.

    Laboratory Card 3:
    Yracandra
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    Laboratory Card 4:
    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.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    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.

    Middle of Nowhere
    At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
    When Closing: This location is always closed, it cannont be opened.
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:
    Closed


  • Retcon, can't evade the villain. so I shall fight it now!

    Qualzar auto-temp closes his location. I can't handle the mental damage from torture chamber so it will need to stay open.

    Yracandra:

    Villain Monster 6
    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    recharge 2 random cards...
    1d3 + 1d2 ⇒ (2) + (1) = 3 recharge both weapons.
    BYA DC 14 wis: 1d8 + 10 ⇒ (2) + 10 = 12 reroll
    BYA DC 14 wis: 1d8 + 10 ⇒ (5) + 10 = 15

    using dex, draw a card (mace of smiting). discard mace of smiting
    Yracandra DC 30 combat: 1d12 + 3 + 1d8 + 3 + 1d4 + 2d8 + 1d6 ⇒ (10) + 3 + (1) + 3 + (1) + (3, 6) + (3) = 30 draw holy javelin from bug form.
    Use holy javelin and bo abraxas. mythic charge
    Yracandra DC 30 combat: 3d8 + 10 + 1d12 + 1d20 ⇒ (4, 4, 6) + 10 + (6) + (2) = 32 defeated, heal bopharasma from mythic charge. Holy Javelin auto-recharges, gain mythic charge and draw two cards from defeating villain. draw breath of life from bug form

    On closing, draw a random item. Iron Flask

    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.

    use breath of life on self
    Heal: 1d4 + 1 ⇒ (1) + 1 = 2 heals mace of smiting and gribbet
    Breath of life DC 15: 1d8 + 10 ⇒ (7) + 10 = 17 recharged at least

    Reset hand and end turn

    Reepazo squished some bugs and wrote:

    Hand: Reformarium Servant, BoAchaekek, Iron Flask (acquired), BoAbraxas 2, Armor of the Sands, Animalbane Horsechopper+3,

    Deck: 8 Discard: 6 Buried: 0, Displayed: Fly, Cloudburst,
    Notes:
    Bugform Active: Y, Mythic Charges: 6, Shirt Reroll Available: N

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 []+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +6 [X]+7 [X]+8 [X]+9 [X]+10
    Divine: Wisdom +2
    CHARISMA d6 +6 []+7 []+8
    Survival: Charisma +3

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

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

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

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

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


    During This Adventure:

    • The servitor demon is the henchman 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:

  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise (DOWN), you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
  • After closing 1 location, draw the cohort Aucinda Fermender from the box.
  • When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
  • Compelling Offer displayed.
    Aucinda Fermender:
    Aucinda Fermender
    Cohort 6

    Traits
    Half-Orc
    Rogue

    Check

    Powers
    When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
    Put this card on top of your deck to move.
    Put this card on top of your deck to examine the bottom card of any 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


    Compelling Offer:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

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

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    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.

    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:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

    Monster 5
    Spoiler:
    Fiendish Black Dragon
    Monster 6

    Traits
    Dragon
    Mythic

    Check
    Combat
    29

    Powers
    The Fiendish Black Dragon is immune to the Acid trait. If the check to defeat has the Cold or Fire trait, the difficulty is increased by 5.
    Before you act, each character at your location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    If undefeated, each character at a random occupied location attempts a Dexterity or Acrobatics 13 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid 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:
    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 3
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    Weapon 2
    Spoiler:
    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.

    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:
    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 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:
    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 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:
    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 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:
    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.

    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:
    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:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Armor 4
    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 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:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
    After you shuffle a location deck, reveal this card to examine its top card.

    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:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

    Powers
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Item 4
    Spoiler:
    Ring of Reflection
    Item 4

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Item 5
    Spoiler:
    Tome of Physical Might
    Item 4

    Traits
    Book
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

    Random Allies:
    Ally 1
    Spoiler:
    Kimroth Otai
    Ally 1

    Traits
    Human
    Fighter

    Check
    Charisma
    Diplomacy
    7

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

    Ally 2
    Spoiler:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Ally 3
    Spoiler:
    Fortune-Teller
    Ally 1

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Jesker Helton
    Ally 3

    Traits
    Human
    Cleric

    Check
    None
    0

    Powers
    To acquire this card, summon and defeat this adventure's servitor demon.
    Recharge this card to add 1d4 to your Divine or Ranged check.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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 3
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: 16 Reta/Hawkmoon269

    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: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 18 Poog)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (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 5 (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 6 (Turn 22 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 7 (Turn 23 Tup)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 24 Poog)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 9 (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 10 (Turn 26 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 11 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 28 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 29 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 14 (Turn 30 Poog)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Harvester's Pit
    At This Location:
    When Closing:
    When Permanently Closed:
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
    Closed
    Notes: Mace of Smiting (6), Mist Horror, garbage.

    Harvester's Pit Card 1:
    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.

    Harvester's Pit Card 2:
    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.

    Harvester's Pit Card 3:
    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.

    Harvester's Pit Card 4:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Harvester's Pit Card 5:
    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.

    Soul Foundry
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog, Reta,
    Notes:

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Qualzar

    Occult Library Card 1:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Occult Library 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.

    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:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:3
    Located here: Zetha, Tup
    Notes: Faxon=Deliverance, Locust Demon, possible Yracandra (villain)

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Torture Chamber Card 3:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Torture Chamber Card 4:
    Unstable Accelerant
    Barrier 6

    Traits
    Trap
    Alchemical

    Check
    None

    Powers
    Display this barrier faceup next to your location; the barrier is undefeated.
    While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
    When that location deck has no cards remaining, banish this barrier.

    Torture Chamber Card 5:
    Yracandra
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    Torture Chamber Card 6:
    Faxon
    Villain Monster 1

    Traits
    Pitborn
    Demon
    Witch

    Check
    Combat
    12

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

    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

    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:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Notes: Firadreal (villain), possible Yracandra (villain)

    Great Hall Card 1:
    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.

    Great Hall Card 2:
    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.

    Great Hall Card 3:
    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.

    Great Hall Card 4:
    Firadreal
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    40

    Powers
    Firadreal is immune to the Electricity and Poison traits.
    During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
    Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Foritude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.

    Great Hall Card 5:
    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.

    Great Hall Card 6:
    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.

    Great Hall Card 7:
    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.

    Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reepazo
    Notes:

    Middle of Nowhere
    At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
    When Closing: This location is always closed, it cannont be opened.
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:
    Closed


  • Reta's Hand Greatest Leader Ever!!

    Reta moves to Occult Library and ends her turn. Q can give her a card if he wants and may draw a card if he does.

    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 7
    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, Swallowtail Bracers, Lizard, Poog of Zarongel, Scribe, Velociraptor, Blessing of Hadregash
    Deck: 7 Discard: 5 Buried: 0 Displayed: 4
    Notes: Mythic Charges: 5/6 Reroll: Not used
    Slaying Bolts: Construct, Vermin


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

    Tup keeps looking around the Torture Chamber, hoping to find his sheepy friend.
    Exploring to find... it's the Demonic Horde, y'all. Ugh.

    He finds a whole bunch of demon-y guys.
    1-me, 2-Poog, 3-Zetha, 4-Qualzar, 5-Reep, 6-Reta
    I choose: 1d6 ⇒ 1
    Poog choose: 1d6 ⇒ 5
    Zetha choose: 1d6 ⇒ 4
    Qualzar choose: 1d6 ⇒ 2
    Reep choose: 1d6 ⇒ 4
    Reta choose: 1d6 ⇒ 2

    So, Tup fights 1, Poog fights 2, Q fights 2, Reepazo fights 1.

    Casting Cloudburst, using BoBoss for 2 dice.
    Combat 35, must reroll success, must expend mythic charge: 1d12 + 11 + 3d6 + 1d4 + 2d12 ⇒ (11) + 11 + (3, 5, 4) + (1) + (7, 4) = 46
    reroll: 1d12 + 11 + 3d6 + 1d4 + 2d12 ⇒ (9) + 11 + (2, 3, 4) + (2) + (7, 6) = 44
    Defeated. I had to expend a mythic charge, but I get one back because the demon was Mythic.

    Have fun with all those fights! I'm happy to help Zetha with combats by recharging to add 4, but she'll take 2d4-4-1d4 (safety bubble) damage each time.


    Poog will use Reta's Poog and Bark Breaker on the first servitor:
    Combat 35: 1d8 + 5 + 6 + 1d8 + 4 + 1d6 + 1 + 3 + 2d8 + 1d8 ⇒ (8) + 5 + 6 + (1) + 4 + (2) + 1 + 3 + (5, 7) + (5) = 47
    Combat 35: 1d8 + 5 + 6 + 1d8 + 4 + 1d6 + 1 + 3 + 2d8 + 1d8 ⇒ (1) + 5 + 6 + (8) + 4 + (1) + 1 + 3 + (4, 2) + (6) = 41

    On the second, Poog uses Reta's BoHadregash and his own Zarongel.
    Combat 35: 1d8 + 5 + 7 + 1d8 + 4 + 1d6 + 1 + 1d8 + 2d8 + 1d8 ⇒ (2) + 5 + 7 + (1) + 4 + (4) + 1 + (2) + (3, 1) + (1) = 31 6d8+1d6 can't get an 18? Boo. Welp, may the PFS bless me!
    Combat 35: 1d8 + 30 ⇒ (5) + 30 = 35 I'll take it!
    Combat 35: 1d8 + 5 + 7 + 1d8 + 4 + 1d6 + 1 + 1d8 + 2d8 + 1d8 ⇒ (7) + 5 + 7 + (2) + 4 + (3) + 1 + (3) + (8, 8) + (7) = 55

    Poog is triumphant! And even healed Reta some.


    Reta's Hand Greatest Leader Ever!!

    Reta heals Celestial Crossbow +3 and Starbow.

    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 7
    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, Swallowtail Bracers, Lizard, Scribe, Velociraptor
    Deck: 10 Discard: 4 Buried: 0 Displayed: 4
    Notes: Mythic Charges: 5/6 Reroll: Not used
    Slaying Bolts: Construct, Vermin


    Reepazo smells a brother approaching. Lets assume I'm doing mine last. If anyone fails, I am evading mine by displaying/recharging armor of the sands

    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.

    Reepazo displays Armor of the Sands for bug form. Check invokes Vermin trait (monster) so she draws a card (Limp Lash)
    Reepazo will attack with Limp Lash, and BoAchaekek, use mythic

    Favored of Deskari DC 35: 1d20 + 10 + 2d8 + 3d6 + 1d6 ⇒ (8) + 10 + (7, 2) + (3, 6, 1) + (1) = 38
    Favored of Deskari DC 35: 1d20 + 10 + 2d8 + 3d6 + 1d6 ⇒ (8) + 10 + (1, 8) + (4, 2, 4) + (1) = 38

    She heals BoAchaekek (mythic charge)
    Limp Lash DC 15 divine: 1d8 + 9 ⇒ (2) + 9 = 11 discarded

    Reepazo squished some bugs and wrote:

    Hand: Reformarium Servant, Iron Flask (acquired), BoAbraxas 2, Animalbane Horsechopper+3,

    Deck: 9 Discard: 6 Buried: 0, Displayed: Armor of the Sands, Fly, Cloudburst,
    Notes:
    Bugform Active: Y, Mythic Charges: 5, Shirt Reroll Available: N

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 []+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +5 [X]+6 [X]+7 [X]+8 [X]+9
    Divine: Wisdom +2
    CHARISMA d6 +5 []+6 []+7
    Survival: Charisma +3

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

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

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

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

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


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

    I think we just need Q's two fights at this point.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Q confronts the first Favored of Deskari. Reta helps by recharging a card and Q recharges Safe Harbor Combat 35 discarding Armor of Skulls for Arcane Mental blast and recharging Amulet of the Abyss: 1d10 + 1d6 + 18 + 1d20 + 1d8 ⇒ (6) + (4) + 18 + (20) + (7) = 55 Defeated once.

    Reroll Combat 35: 1d10 + 1d6 + 18 + 1d20 + 1d8 ⇒ (1) + (2) + 18 + (11) + (3) = 35 ON THE DOT!!! Lost and reclaimed a Mythic charge.

    A second Favored of Deskari attacks. Q uses Transmogrify to reduce the demon's ferocity by 1d10 + 1d6 + 6 ⇒ (2) + (3) + 6 = 11, and discards Ivory Dice for Arcane Mental blast. Combat 24 discarding Blessing of Nocticula and banishing Demon Hunter's Handbook is +30 modifier so Q succeeds on both occasions and reclaims lost Mythic charge due to demon power.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand:

    Displayed:
    Deck: 15 Discard: 9 Buried: 0
    Notes:
    Mythic Charges: 6 Die Bumps: 1 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).
    [x] 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 recharges her Lizard to help Q.

    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 7
    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, Swallowtail Bracers, Scribe, Velociraptor
    Deck: 11 Discard: 4 Buried: 0 Displayed: 4
    Notes: Mythic Charges: 5/6 Reroll: Not used
    Slaying Bolts: Construct, Vermin


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

    Nice, then Tup's turn is done!

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Blessing of the Boss, Limp Lash, Iron Flask, Cloudburst, Twisted Space, Phoenix Cloak, Codex of Conversations,

    Displayed: Create Mindscape, Safety Bubble,
    Deck: 8 Discard: 8 Buried: 2
    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: 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.
    [X] 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 or Fortitude: Constitution +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:

  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise (DOWN), you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
  • After closing 1 location, draw the cohort Aucinda Fermender from the box.
  • When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
  • Compelling Offer displayed.
    Aucinda Fermender:
    Aucinda Fermender
    Cohort 6

    Traits
    Half-Orc
    Rogue

    Check

    Powers
    When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
    Put this card on top of your deck to move.
    Put this card on top of your deck to examine the bottom card of any 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


    Compelling Offer:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    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:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

    Powers
    The Insane Bythos is immune to the Cold and Poison traits.
    Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
    If undefeated, advance the blessings deck.

    Monster 4
    Spoiler:
    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.

    Monster 5
    Spoiler:
    Urannag
    Monster 4

    Traits
    Construct
    Obstacle
    Lock

    Check
    Combat
    30
    OR
    Disable
    17

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

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    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 3
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    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:
    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:
    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 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Sign of Wrath
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    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.

    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:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Armor 4
    Spoiler:
    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.

    Armor 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

    Powers
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Item 2
    Spoiler:
    Demon Hunter's Handbook
    Item B

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Item 3
    Spoiler:
    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:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    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.

    Ally 2
    Spoiler:
    Interrogator
    Ally B

    Traits
    Human
    Inquisitor

    Check
    Knowledge
    6
    OR
    Charisma
    Diplomacy
    8

    Powers
    If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
    Recharge this card to succeed at your Knowledge check against a bane.
    Discard this card to explore your location.

    Ally 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:
    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 5
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 18 Poog/Keith Richmond

    Top of Blessing Discard Pile: Blessing of Torag

    Top Blessing:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (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 3 (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 4 (Turn 22 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 23 Tup)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 24 Poog)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 7 (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 8 (Turn 26 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 9 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 28 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 11 (Turn 29 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 12 (Turn 30 Poog)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Harvester's Pit
    At This Location:
    When Closing:
    When Permanently Closed:
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
    Closed
    Notes: Mace of Smiting (6), Mist Horror, garbage.

    Harvester's Pit Card 1:
    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.

    Harvester's Pit Card 2:
    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.

    Harvester's Pit Card 3:
    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.

    Harvester's Pit Card 4:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Harvester's Pit Card 5:
    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.

    Soul Foundry
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog,
    Notes:

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta, Qualzar

    Occult Library Card 1:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Occult Library 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.

    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 ?:3
    Located here: Zetha, Tup
    Notes: Faxon=Deliverance, Locust Demon, possible Yracandra (villain)

    Torture Chamber Card 1:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Torture Chamber Card 2:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Torture Chamber Card 3:
    Unstable Accelerant
    Barrier 6

    Traits
    Trap
    Alchemical

    Check
    None

    Powers
    Display this barrier faceup next to your location; the barrier is undefeated.
    While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
    When that location deck has no cards remaining, banish this barrier.

    Torture Chamber Card 4:
    Yracandra
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    Torture Chamber Card 5:
    Faxon
    Villain Monster 1

    Traits
    Pitborn
    Demon
    Witch

    Check
    Combat
    12

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

    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

    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:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
    Notes: Firadreal (villain), possible Yracandra (villain)

    Great Hall Card 1:
    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.

    Great Hall Card 2:
    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.

    Great Hall Card 3:
    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.

    Great Hall Card 4:
    Firadreal
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    40

    Powers
    Firadreal is immune to the Electricity and Poison traits.
    During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
    Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Foritude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.

    Great Hall Card 5:
    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.

    Great Hall Card 6:
    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.

    Great Hall Card 7:
    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.

    Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reepazo
    Notes:

    Middle of Nowhere
    At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
    When Closing: This location is always closed, it cannont be opened.
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:
    Closed


  • Poog heads to the Great Hall to murder some folks.
    Wis 14: 1d10 + 3 + 8 + 1d4 ⇒ (1) + 3 + 8 + (2) = 14

    Along the way, he eats Dogfinder. Yum! Cards: 1d4 + 1 ⇒ (2) + 1 = 3

    Hand: Dawnflower's Kiss, Dogfinder, Wand of Flying, Blessing of the All Seeing Eye, Blessing of Achaekek, Fire Snake, Divine Blaze, Blessing of Zarongel, Cure,

    An Imp greets Poog as he enters, "Master goblin, this lowly imp can offer you great power, if you'll-"

    "Okay, sold, give Poog power," cuts off Poog.

    "There are restrictions and stipulat-" the Imp resumes.

    "Talk too much. Poog time." Poog says as he shoves the imp in a sack for later giving power, or eating, or something.

    Poog flies for a moment to figure out what's going on. Here at the Great Hall he spies a scroll to reshape the Earth that the Imp maybe wanted to bargain him for, and at the Torture Chamber is one of those fun Demon Brawls.

    "Zetha and Tup good at burning up brawl, guess Poog stay here and be great godly leader."

    Poog gets that spell, and he promises Achaekek to use it to help kill a villain, somehow.

    Then Poog opens his All-Seeing Eye to get to the bottom of this weird place. He sees Firadreal lurking behind a Worm Demon.

    Now I can either explore the villain, or I can put him as the second to last card under an item, weapon, and a blessing or other villain. If I run into him, we'll need to temp close. I can Teraform to close the Torture Chamber so we don't take the damage.


    Poog sees the villain and screams his battle cry while hurling his new-found imp at the vulture demon's mouth to distract it.
    Damage: 1d4 + 1 ⇒ (2) + 1 = 3

    Tup Twisted Spaces a Favored of Deskari so Poog can focus on the murdering.

    Poog's Fire Snake distracts the demon while Poog unlimbers his flaming sword, screams "FOR ZARONGEL" and mythically beheads the vulture demon (who is still busy chewing on that imp).
    Combat 40: 1d20 + 5 + 8 + 1d20 + 4 + 1d20 + 1 + 2d20 + 1d20 + 1d20 ⇒ (19) + 5 + 8 + (11) + 4 + (20) + 1 + (1, 20) + (16) + (11) = 116

    The Great Hall falls down in flaming wreckage around Poog's mighty blow. No other demon villain lurked there.

    Poog

    Hand: Dawnflower's Kiss, Sand Elemental, Samisen of Oracular Vision, Blessing of Bark Breaker, Limp Lash, Animalbane Horsechopper +3, Blessing of Qi Zhong,
    Deck: 7 Discard: 7 Buried: 1
    Displayed: God of Goblin Leaders, Steal Soul,
    Notes: Mythic Charges: 2.

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


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

    Tup auto-recharges Twisted Space.


    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:

  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise (DOWN), you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.
  • After closing 1 location, draw the cohort Aucinda Fermender from the box.
  • When a villain is defeated and cannot escape, put it next to this card. To win the scenario, both villains must be next to this card.
  • Compelling Offer displayed.
    Aucinda Fermender:
    Aucinda Fermender
    Cohort 6

    Traits
    Half-Orc
    Rogue

    Check

    Powers
    When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
    Put this card on top of your deck to move.
    Put this card on top of your deck to examine the bottom card of any 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


    Compelling Offer:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

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

    Random 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:
    Lost Soul
    Monster 3

    Traits
    Undead

    Check
    Combat
    19

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

    Monster 3
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

    Monster 4
    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 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    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 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    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 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:
    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.

    Weapon 4
    Spoiler:
    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.

    Weapon 5
    Spoiler:
    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.

    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:
    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:
    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.

    Spell 4
    Spoiler:
    Fire Shield
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Armor 4
    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 5
    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.

    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:
    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:
    Planar Tuning Fork
    Item 2

    Traits
    Tool
    Magic

    Check
    Intelligence
    Knowledge
    10

    Powers
    While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

    Item 4
    Spoiler:
    Pauper's Thighbone
    Item 3

    Traits
    Item
    Mythic

    Check
    Banish an Item
    0

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

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    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:
    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 4
    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 5
    Spoiler:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    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 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 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 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.

    Turn: 19 Zetha Thunderstealer/Wikwocket

    Top of Blessing Discard Pile: Blessing of Pulura

    Top Blessing:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (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 3 (Turn 22 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 23 Tup)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 24 Poog)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 6 (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 7 (Turn 26 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 8 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 28 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 29 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 11 (Turn 30 Poog)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Harvester's Pit
    At This Location:
    When Closing:
    When Permanently Closed:
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
    Closed
    Notes: Mace of Smiting (6), Mist Horror, garbage.

    Harvester's Pit Card 1:
    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.

    Harvester's Pit Card 2:
    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.

    Harvester's Pit Card 3:
    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.

    Harvester's Pit Card 4:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Harvester's Pit Card 5:
    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.

    Soul Foundry
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta, Qualzar

    Occult Library Card 1:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Occult Library 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.

    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 ?:3
    Located here: Zetha, Tup
    Notes: Faxon=Deliverance, Locust Demon, Yracandra (villain)

    Torture Chamber Card 1:
    Demon Brawl
    Henchman Barrier 6

    Traits
    Outsider
    Demon

    Check
    See Below

    Powers
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Torture Chamber Card 2:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Torture Chamber Card 3:
    Unstable Accelerant
    Barrier 6

    Traits
    Trap
    Alchemical

    Check
    None

    Powers
    Display this barrier faceup next to your location; the barrier is undefeated.
    While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
    When that location deck has no cards remaining, banish this barrier.

    Torture Chamber Card 4:
    Yracandra
    Villain Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30
    THEN
    Combat
    30

    Powers
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    If undefeated, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    Torture Chamber Card 5:
    Faxon
    Villain Monster 1

    Traits
    Pitborn
    Demon
    Witch

    Check
    Combat
    12

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

    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

    Great Hall
    At This Location: At the start of your turn, you may recharge 1 card and draw 1 card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog,
    Notes:

    Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reepazo
    Notes:

    Middle of Nowhere
    At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
    When Closing: This location is always closed, it cannont be opened.
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:
    Closed

  • Grand Lodge

    Female Blue Goblin Sneaker

    Draw monsters B, 3, 1

    Zetha explores the torture chamber, and finds a nice big demon fight!
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    Vulture Demon Random char, 1=me, 2=Tup: 1d2 ⇒ 1 -> me
    Treachery Demon Random char, 1=me, 2=Tup: 1d2 ⇒ 2 -> Tup

    Tup, do you want to go first or second?

    Mid-turn hand: Fly, Blessing of Pharasma (2 dice if spell played), Haste, Gargle the Vampire Bat, Ice Chemist, Locate Object, Cleric of Nethys, Monster B, Monster 3, Monster 1


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

    WHY is this "Before the Encounter" instead of BYA?? ARGH. Using my Blessing of the Boss for 2 dice and stealing a blessing from Poog.
    Wisdom 12: 1d4 + 1d4 + 2d4 + 1d4 ⇒ (4) + (3) + (3, 1) + (4) = 15

    Cloudburst to fight.

    Combat increase: 1d10 ⇒ 7

    Using Zetha's Blessing of Pharasma.
    Combat 24+7=31: 1d12 + 11 + 3d6 + 1d4 + 2d12 ⇒ (6) + 11 + (5, 1, 6) + (2) + (11, 5) = 47 Defeated.
    recharge Arcane 13: 1d12 + 11 ⇒ (6) + 11 = 17

    OUT OF TURN UPDATE:

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Limp Lash, Iron Flask, Twisted Space, Phoenix Cloak, Codex of Conversations,

    Displayed: Create Mindscape, Safety Bubble,
    Deck: 9 Discard: 9 Buried: 2
    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.
    [X] 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 or Fortitude: Constitution +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.


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

    Tup see Deliverance run out of Torture Chamber when it collapse, running like scared little sheepy, and Tup say "Deliverance! You no scared littly sheepy! You big mean RAM!" Tup grab Deliverance fleece as he run by, but Deliverance not stop, so he drag Tup all the way to Library. Tup let go, tumble head over heels, and Deliverance run into bookshelves. "STUPID RAM! There EVIL BOOKS THERE!"

    Grand Lodge

    Female Blue Goblin Sneaker

    Zetha teams up with Tup to show the demons how goblins like to brawl! She pops out of a shadow in the rafters and jumps on the Vulture Demon's back!

    Demon links are missing from header but are here: https://paizo.com/campaigns/ACGOutPostIMorkXIIsSeasonOfTheGoblins/gameplay& amp;page=35#1742

    Ignoring BYA since no weapons/attacks.
    Difficulty decreased by 1d6: 1d6 ⇒ 4
    Combat 19-4=15, using Ahtez to use Stealth + Mythic + Ice Chemist: 1d10 + 4 + 7 + 6 + 1d4 ⇒ (10) + 4 + 7 + 6 + (1) = 28

    Demon was already wounded, and after Zetha is done with it, is a pile of feathers. Tup smashes his demon too, and the other demons start to run away! One of them casts a spell that makes a terrible noise and gives the goblins a headache though.

    Close chamber. Each character is dealt 1 Mental damage that may not be reduced.
    Yracandra is in loc, so goes back in.


    Reepazo's reformarium servant hears screaming of agony from the torture chamber. The servant runs away (discarded for close)
    Hand update

    Reepazo squished some bugs and wrote:

    Hand: Iron Flask (acquired), BoAbraxas 2, Animalbane Horsechopper+3,

    Deck: 9 Discard: 7 Buried: 0, Displayed: Armor of the Sands, Fly, Cloudburst,
    Notes:
    Bugform Active: Y, Mythic Charges: 5, Shirt Reroll Available: N

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 []+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +5 [X]+6 [X]+7 [X]+8 [X]+9
    Divine: Wisdom +2
    CHARISMA d6 +5 []+6 []+7
    Survival: Charisma +3

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

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

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

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

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

    Grand Lodge

    Female Blue Goblin Sneaker

    Cast Haste to explore again.

    After Tup and sheepy and demons run away, Torture Chamber is quiet, except
    for blood gurgling down the nearest drain.

    Suddenly though, Zetha hears footsteps, and sees ripples in the pool of blood. The footsteps get louder, until Yracandra stomps into the room!

    Recharge 2 random cards: 1d8 ⇒ 1 -> Fly
    Recharge 2 random cards: 1d7 ⇒ 3 -> Ice Chemist

    Wisdom 14 check or expend 1d4 mythic charges: banish a monster to use stealth + mythic: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18

    Zetha pretends to run away too, since demons are dumb and easy to fool. The monstrous demon bellows laughter as it follows her. After Zetha gets out of the doorway, she hops into a shadow, and rematerializes in the rafters again. She puts all of her (minuscule) weight and (considerable) anger into her blows!

    Combat 30, using Ahtez to use Stealth + Mythic + Reta's blessing + use 2 mythic charge2: 2d20 + 4 + 7 + 6 ⇒ (11, 20) + 4 + 7 + 6 = 48
    Combat 30, using Ahtez to use Stealth + Mythic + Qualzar's blessing + use 2 mythic charges: 2d20 + 4 + 7 + 5 ⇒ (3, 6) + 4 + 7 + 5 = 25
    Use Ahtez and recharge card to reroll D20 that was 3: 1d20 + 22 ⇒ (5) + 22 = 27
    Use Paizo perk to reroll D20 that was 5: 1d20 + 22 ⇒ (19) + 22 = 41

    Yracandra thrashes quite a bit, trying to get little Zetha off of its back, but Zetha makes up for lack of size with determination and stabbing. The demon's flailings gradually get slower, and soon it slumps to the ground in a heap.

    Zetha is victorious! She tries to saw off some of the demons' horns to display at home.


    DEVELOPMENT:
    You’ve escaped from the maddening halls, having defeated both the treachery demon Yracandra and her vulture demon foe, Firadreal. You secured the tower, as well as many of its riches. But in the midst of your triumph, some random half-orc calling herself 'Awe-cinder' wanders up and interupts your celebration with her boring story.

    Her entire party slaughtered, Aucinda had fled to the tower’s upper reaches. In the years since, she has worked to manipulate the two demons’ forces against each other. Every victory one of them had was preceded by some deception on Aucinda’s part. With neither demon gaining the upper hand, neither could use the tower to further the desires of the Abyss.

    SCENARIO REWARD:
    Each character chooses item or spell, then draws a boon of that type that has an adventure deck number of 5 or 6 from the game box.
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Robe of Rifts. At the end of each scenario, return the loot to the game box.
    Each character gains a medal on the troop Champions of Mendev.
    (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

    Robe of the Rifts:
    Robe of the Rifts
    Loot Item 6

    Traits
    Clothing
    Attack
    Magic
    Corrupted
    Mythic

    Check

    Powers
    For your combat check, recharge this card and expend a mythic charge to use your Arcane skill + 2d20. If this card has the Corrupted trait, banish all cards in your discard pile that have the Divine trait and do not have the Corrupted trait.


    ACQUIRED CARDS:
    Weapon B Heavy Crossbow
    Spell 4 Divine Blaze
    Spell 1 Flames of the Faithful
    Spell 6 Meteor Swarm
    Spell B Mirror Image
    Spell 5 Rune of Jandelay
    Spell 4 Terraform
    Armor 1 Spellcaster's Shield
    Item B Demon Hunter's Handbook
    Item 6 Iron Flask
    Item 6 Iron Flask
    Ally B Apprentice
    Ally 4 Celestial Unicorn
    Ally 4 Celestial Unicorn
    Ally 6 Eliandra
    Ally C Mastiff
    Ally B Mendevian Crusader
    Ally 4 Pit Gladiator
    Ally 4 Pit Gladiator
    Ally 1 Quadnys Orlun
    Ally 3 Redeemer Blacksmith
    Ally B Retainer
    Ally 1 Riftwarden
    Ally 2 Scribe
    Ally 3 Unfettered Imp
    Ally 1 Wolverine
    Blessing 5 Blessing of Sifkesh


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Q picks Item.

    Item 6: 1d1000 ⇒ 176 Vestments of False Faith (Item 5)
    Spell 6: 1d1000 ⇒ 722 Seek Quarry
    Blessing 5: 1d1000 ⇒ 532 Blessing of the Mantis God


    Reepazo picks spell


    Q's Random Item:
    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.

    Reepazo's Random Spell:
    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.


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

    Tup picks Spell. And the Robe of the Rifts seems super fun and gobliny, I'd probably want to grab that for next scenario.

    Spell 6: 1d1000 ⇒ 598
    Item 6: 1d1000 ⇒ 846

    I banished a Spell and an Item this game, so I'm pulling out Channel the Gift and the Magnetic Grimoire.


    Pass on deck upgrades


    Reta's Hand Greatest Leader Ever!!

    Reta takes spell for her random card.

    Item 6: 1d1000 ⇒ 849
    Ally 6: 1d1000 ⇒ 234

    I'm really not sure which I prefer.

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