[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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Lone Shark Games

Poog picks Spell.
Ally 6: 1d1000 ⇒ 205
Spell 6: 1d1000 ⇒ 769

It's possible I could use a Spell 5 instead, if that doesn't work out. No big deal, whatever I end up with.


Tup's Random Spell:
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.

Reta's Random Spell:
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.

Poog'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.

Compelling Offer's Random Weapon:
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.


Reepazo changed her her mind at the sight of the weapon 6.

weapon 6 or bust: 1d1000 ⇒ 321


Cards so far:
Weapon 6 Sunsword (Reepazo)
Weapon B Heavy Crossbow

Spell 6 Winds of Vengeance (Tup)
Spell 6 Meteor Swarm

Armor 1 Spellcaster's Shield

Item 6 Iron Flask
Item 6 Iron Flask (Reta)
Item 5 Chaos Stone (Qualzar)

Ally 6 Eliandra (Poog)
Ally 4 Celestial Unicorn

Blessing 5 Blessing of Sifkesh

Grand Lodge

Female Blue Goblin Sneaker

Zetha choose spell. She also rolls for:
Spell 6: 1d1000 ⇒ 199


1-6D: APOCALYPSE: WORLDWOUND
You’ve rendezvoused with your army at the Rolling Riverbed south of the Hanging Tower. That rogue crusader Aucinda Fermender followed you back, and everyone seems surprisingly happy about it. Apparently if she can survive four years in the Hanging Tower, they seem to think that that'll return home after a much shorter stay in the Wounded Lands. You shrug - you come and go through the world wound as you please.

You are heading along the riverbed to Undarin, the stronghold of the witch Areelu Vorlesh. It was Areelu who set in motion the attack on Kenabres, the collapse of the wardstones, the creation of the Worldwound itself—she's been kind of annoying.

Things have not gone Areelu’s way, however. Both your activities and those of the champions the old queen sent into the Worldwound have imperiled her clutch for power. When a fiendish witch beholden to demon princes fails, she is not likely to survive the experience.

Last time you were at Undarin, you tried your best to be sneaky to avoid patrols of evil paladins and shadow demons. This time, you’ll probably still be sneaky. But more of a stabby-sneaky. Let nothing stand in your way as you rush headlong to confront Areelu. Once you’ve removed all opposition, you can stop Areelu’s rituals to expand the Worldwound... and whatever else she has planned. It all ends today.

VILLAIN:
AREELU VORLESH
HENCHMEN:
ABYSSAL ARMY
OPHIDIAN DEMON
RASPER DRAGON RIDERS
STRINGY FIENDS
LOCATIONS:
1 LOCUST SHRINE
1 PRISON VAULT
1 TORTURE CHAMBER
2 CATHEDRAL OF CHAOS
3 ABATTOIR
4 OCCULT LIBRARY
5 MOLTEN POOL
6 SANCTUM

DURING THIS SCENARIO:

  • Display the troop Champions of Mendev
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.


Spreadsheet Mustached Gnomblin Sorcerer 6

Q picks Mythic Medal of Vigor.


During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    During This Scenario:

  • Display the troop Champions of Mendev
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
    Ivory Templar:
    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.

    Shadow Demon:
    Shadow Demon
    Henchman Monster 3

    Traits
    Outsider
    Demon
    Incorporeal
    Servitor

    Check
    Combat
    20

    Powers
    The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
    Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Putrid Ooze
    Monster 4

    Traits
    Ooze
    Aquatic

    Check
    Combat
    22
    OR
    Dexterity
    16

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

    Monster 2
    Spoiler:
    Elder Fire Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    33

    Powers
    The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
    If undefeated, expend 1d4 mythic charges.
    If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.

    Monster 3
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Monster 4
    Spoiler:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

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

    Monster 5
    Spoiler:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Barrier 2
    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 3
    Spoiler:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 4
    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 5
    Spoiler:
    Temptation of Arms
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Disrupting Warhammer
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    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 3
    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 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:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    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 3
    Spoiler:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    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 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:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    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:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 5
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Random Items:
    Item 1
    Spoiler:
    Belt of Charging
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    11

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

    Item 2
    Spoiler:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

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

    Item 3
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 4
    Spoiler:
    Thorncrown of Iomedae
    Item 6

    Traits
    Accessory
    Divine
    Iomedae
    Mythic

    Check
    Wisdom
    Divine
    20

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

    Item 5
    Spoiler:
    Lymirin Discourses
    Item 2

    Traits
    Book
    Iomedae

    Check
    Wisdom
    Divine
    9

    Powers
    Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Unfettered Imp
    Ally 3

    Traits
    Outsider
    Devil
    Temptation

    Check
    Intelligence
    Charisma
    Arcane
    7

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

    Ally 3
    Spoiler:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    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 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 2
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 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 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: 1 Zetha Thunderstealer/Wikwocket

    Top of Blessing Discard Pile: Blessing of Iomedae

    Top Blessing:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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


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

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 7 Zetha Thunderstealer)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 8 Qualzar Furryface)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Reta)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 12 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 12 (Turn 13 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Qualzar Furryface)
    Spoiler:
    Blessing of 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 15 Reepazo)
    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 15 (Turn 16 Reta)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 17 Tup)
    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 18 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.

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

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 21 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 21 (Turn 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 22 (Turn 23 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 23 (Turn 24 Poog)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 25 (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 26 (Turn 27 Reepazo)
    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 27 (Turn 28 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 30 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

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

    Locust Shrine Card 1:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Locust Shrine Card 2:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Locust Shrine 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.

    Locust Shrine Card 4:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Locust Shrine Card 5:
    Helm of the Serpent King
    Armor 5

    Traits
    Heavy Armor
    Magic
    Corrupted
    Mythic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Locust Shrine Card 6:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Locust Shrine Card 7:
    Hellmouth Lash
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Locust Shrine Card 8:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Locust Shrine Card 9:
    Abyssal Army
    Henchman Barrier 6

    Traits
    Army
    Skirmish
    Demon
    Undead
    Mythic

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Knowledge
    Divine
    Acrobatics
    23

    Powers
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.

    Locust Shrine Card 10:
    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.

    Prison Vault
    Traits: Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M:0 Ba:4 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

    Prison Vault Card 1:
    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.

    Prison Vault Card 2:
    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.

    Prison Vault Card 3:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Prison Vault Card 4:
    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.

    Prison Vault Card 5:
    Areelu Vorlesh
    Villain Monster 6

    Traits
    Outsider
    Demon
    Witch
    Mythic

    Check
    Combat
    45
    THEN
    Combat
    50

    Powers
    Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
    Before you act, a random other character summons and encounters the henchman Devastator.
    If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

    Prison Vault Card 6:
    Ghost Wolf
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

    Powers
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    Prison Vault Card 7:
    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.

    Prison Vault Card 8:
    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.

    Prison Vault Card 9:
    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.

    Prison Vault Card 10:
    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.

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

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Ophidian Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Servitor

    Check
    Combat
    30

    Powers
    The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
    Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Torture Chamber Card 7:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Torture Chamber Card 8:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.

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

    Cathederal of Chaos Card 1:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
    Discard this card to explore your location, or to move to another location and explore it.

    Cathederal of Chaos Card 2:
    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.

    Cathederal of Chaos 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.

    Cathederal of Chaos Card 4:
    Rasper Dragon Riders
    Henchman Barrier 6

    Traits
    Army
    Dragon
    Demon
    Pitborn
    Cleric

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Perception
    Survival
    Ranged
    20

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

    Cathederal of Chaos Card 5:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Cathederal of Chaos Card 6:
    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.

    Cathederal of Chaos Card 7:
    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.

    Cathederal of Chaos Card 8:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Cathederal of Chaos Card 9:
    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.

    Cathederal of Chaos Card 10:
    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.

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

    Abattior Card 1:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Abattior Card 2:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

    Powers
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Abattior Card 3:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Abattior Card 4:
    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.

    Abattior Card 5:
    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.

    Abattior Card 6:
    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.

    Abattior Card 7:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 8:
    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.

    Abattior Card 9:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Abattior Card 10:
    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.

    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:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1

    Occult Library Card 1:
    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.

    Occult Library Card 2:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Occult Library Card 3:
    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.

    Occult Library Card 4:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

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

    Occult Library Card 5:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

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

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

    Occult Library Card 6:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Occult Library Card 7:
    Breath of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

    Occult Library Card 8:
    Verbovezzor
    Ally 5

    Traits
    Vermin
    Swarm
    Mythic

    Check
    None
    0

    Powers
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

    Occult Library Card 9:
    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.

    Occult Library Card 10:
    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.

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

    Molten Pool Card 1:
    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.

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Molten Pool Card 4:
    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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Molten Pool Card 7:
    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.

    Molten Pool Card 8:
    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.

    Molten Pool Card 9:
    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.

    Molten Pool Card 10:
    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.

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

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Sanctum Card 3:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    Force Sling +3
    Weapon 6

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Sanctum Card 6:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    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.

    Sanctum Card 9:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Sanctum Card 10:
    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.


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    Q will start at the Occult Library.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Life Leech, Blessing of Droskar, Force Sling +3, Blessing of Iomedae 2, Blessing of Abadar, Isiem, Bear,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Isiem can be recharged to add 1d6 and Cold, Fire, or Poison trait to any combat check.
    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 is going to slaughter her way through the Abattoir.

    Taking Belt of Physical Might, replacing Skill Slug. Not taking Swallowtail Bracers this time.

    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, Planar Crossbow +2, Ophidian Armor, Belt of Physical Might, Searing Arrows, Slaying Bolts, Blessing of the Inheritor
    Deck: 13 Discard: 0 Buried: 0 Displayed: 1
    Notes: Mythic Charges: 6/6 Reroll: Not used
    Slaying Bolts:


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

    Tup hang out at Library with Q.

    I picked Arcane Cannonade with my Spell 6.

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Limp Lash, Phoenix Coat, Safety Bubble, Blessing of Pharasma, Blessing of Qi Zhong, Wand of Flying, Autumn Witch,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
    Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6 [X] 7
    Proficient with: None
    Powers:
    For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
    [X] When you banish a spell from your hand not for its power, draw a spell from the box.
    When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
    [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.


    Reepazo starts at Locust Shrine

    Reepazo squished some bugs and wrote:

    Hand: BoAbraxas 1, BoZarongel, Fly, Cloudburst, Mace of Smiting, BoAbraxas 2,

    Deck: 14 Discard: 0 Buried: 0, Displayed:
    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

    Zetha starts with her bug buddy at the Locust Shrine.

    She continues to use the Chalice of Ozem.

    She chooses Mythic Medal of Clarity (Knowledge: Int+5).

    Zetha, Mythically Sneaky Blue Goblin wrote:

    Hand: Ice Chemist, Stalking Pajamas, Zee the Magical Child, Chalice of Ozem, Fire Shield, Blessing of Pharasma (2 dice if spell played), Blessing of Abadar (2 dice for barrier)

    Displayed: Ahtez
    Deck: 13 Discard: 0 Buried: 0

    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 starts at the Cathedral of Chaos.

    Poog

    Hand: Spellsword +2, Blessing of Bark Breaker, Fire Snake, Blessing of Qi Zhong, Samisen of Oracular Vision, Dogfinder, Wand of Flying,
    Deck: 13 Discard: 0 Buried: 0
    Displayed: God of Goblin Leaders,
    Notes: Mythic Charges: 6.

    Skills and Powers:
    SKILLS
    Strength d8+6 ■+1 ■+2 ■+3 ■+4
    . Melee: Strength +1
    Dexterity d4 □+1
    Constitution d8 □+1 □+2 □+3
    Intelligence d6 □+1 □+2
    Wisdom d10+6 ■+1 ■+2 □+3
    . Divine: Wisdom +2
    . Survival: Wisdom +1
    Charisma d6+6 □+1 □+2

    Hand Size 5 ■6 ■7

    Proficient with Light Armors and Weapons

    Powers:
    When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck. (■ Then shuffle a random card from your discard pile into your deck.)
    Add 1d6 (■+1) to your check that invokes the Animal or Fire (■ or Elf, Human, or Slashing) trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may draw a card.
    ■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d8 and you may add the Fire trait


    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.

    Mythic Goblin Champions!:

    [ ] Mythic Medal of Stabbing: Melee: Strength + 5
    [ ] Mythic Medal of Throwing Pointy Things: Ranged: Dexterity + 5
    [ ] Mythic Medal of Iron Bellies: Fortitude: Constitution + 5
    [ ] Mythic Medal of Smrtness: Knowledge: Intelligence + 5
    [ ] Mythic Medal of the Goblin Hero-Gods: Divine: Wisdom + 5
    [ ] Mythic Medal of Giant Fireball Explosions: Arcane: Charisma + 5

    During This Scenario:

  • Display the troop Champions of Mendev
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
    Ivory Templar:
    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.

    Shadow Demon:
    Shadow Demon
    Henchman Monster 3

    Traits
    Outsider
    Demon
    Incorporeal
    Servitor

    Check
    Combat
    20

    Powers
    The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
    Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Monster 2
    Spoiler:
    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 3
    Spoiler:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

    Monster 4
    Spoiler:
    Urannag
    Monster 4

    Traits
    Construct
    Obstacle
    Lock

    Check
    Combat
    30
    OR
    Disable
    17

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

    Monster 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:
    Temptation of Sorcery
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Gift of Nocticula
    Barrier 4

    Traits
    Temptation
    Deity
    Demon

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 4
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

    Powers
    Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 5
    Spoiler:
    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:
    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 2
    Spoiler:
    Disrupting Warhammer
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Weapon 4
    Spoiler:
    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:
    Spellbreaker
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Mythic

    Check
    Strength
    Melee
    Arcane
    Divine
    16

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

    Random Spells:
    Spell 1
    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 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:
    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 4
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Immolation Cloak
    Armor 6

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Intelligence
    Arcane
    12

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

    Armor 2
    Spoiler:
    Armor of the Pious
    Armor 2

    Traits
    Heavy Armor
    Magic
    Healing

    Check
    Constitution
    Fortitude
    8

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

    Armor 3
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 4
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 5
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

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

    Traits
    Book
    Magic
    Corrupted
    Mythic

    Check
    Arcane
    Craft
    Divine
    Knowledge
    12

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

    Item 2
    Spoiler:
    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:
    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 4
    Spoiler:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

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

    Item 5
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    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:
    Scribe
    Ally 2

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Unfettered Imp
    Ally 3

    Traits
    Outsider
    Devil
    Temptation

    Check
    Intelligence
    Charisma
    Arcane
    7

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

    Ally 4
    Spoiler:
    Waxberry
    Ally 5

    Traits
    Halfling
    Cleric

    Check
    None
    0

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

    Ally 5
    Spoiler:
    Pegasus
    Ally 3

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Xoveron
    Blessing 5

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 1 Zetha Thunderstealer/Wikwocket

    Top of Blessing Discard Pile: Blessing of Iomedae

    Top Blessing:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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


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

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 7 Zetha Thunderstealer)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 8 Qualzar Furryface)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Reta)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 12 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 12 (Turn 13 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Qualzar Furryface)
    Spoiler:
    Blessing of 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 15 Reepazo)
    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 15 (Turn 16 Reta)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 17 Tup)
    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 18 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.

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

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 21 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 21 (Turn 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 22 (Turn 23 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 23 (Turn 24 Poog)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 25 (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 26 (Turn 27 Reepazo)
    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 27 (Turn 28 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 30 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

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

    Locust Shrine Card 1:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Locust Shrine Card 2:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Locust Shrine 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.

    Locust Shrine Card 4:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Locust Shrine Card 5:
    Helm of the Serpent King
    Armor 5

    Traits
    Heavy Armor
    Magic
    Corrupted
    Mythic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Locust Shrine Card 6:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Locust Shrine Card 7:
    Hellmouth Lash
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Locust Shrine Card 8:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Locust Shrine Card 9:
    Abyssal Army
    Henchman Barrier 6

    Traits
    Army
    Skirmish
    Demon
    Undead
    Mythic

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Knowledge
    Divine
    Acrobatics
    23

    Powers
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.

    Locust Shrine Card 10:
    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.

    Prison Vault
    Traits: Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M:0 Ba:4 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

    Prison Vault Card 1:
    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.

    Prison Vault Card 2:
    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.

    Prison Vault Card 3:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Prison Vault Card 4:
    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.

    Prison Vault Card 5:
    Areelu Vorlesh
    Villain Monster 6

    Traits
    Outsider
    Demon
    Witch
    Mythic

    Check
    Combat
    45
    THEN
    Combat
    50

    Powers
    Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
    Before you act, a random other character summons and encounters the henchman Devastator.
    If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

    Prison Vault Card 6:
    Ghost Wolf
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

    Powers
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    Prison Vault Card 7:
    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.

    Prison Vault Card 8:
    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.

    Prison Vault Card 9:
    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.

    Prison Vault Card 10:
    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.

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

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Ophidian Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Servitor

    Check
    Combat
    30

    Powers
    The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
    Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Torture Chamber Card 7:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Torture Chamber Card 8:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.

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

    Cathederal of Chaos Card 1:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
    Discard this card to explore your location, or to move to another location and explore it.

    Cathederal of Chaos Card 2:
    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.

    Cathederal of Chaos 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.

    Cathederal of Chaos Card 4:
    Rasper Dragon Riders
    Henchman Barrier 6

    Traits
    Army
    Dragon
    Demon
    Pitborn
    Cleric

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Perception
    Survival
    Ranged
    20

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

    Cathederal of Chaos Card 5:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Cathederal of Chaos Card 6:
    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.

    Cathederal of Chaos Card 7:
    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.

    Cathederal of Chaos Card 8:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Cathederal of Chaos Card 9:
    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.

    Cathederal of Chaos Card 10:
    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.

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

    Abattior Card 1:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Abattior Card 2:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

    Powers
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Abattior Card 3:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Abattior Card 4:
    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.

    Abattior Card 5:
    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.

    Abattior Card 6:
    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.

    Abattior Card 7:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 8:
    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.

    Abattior Card 9:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Abattior Card 10:
    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.

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

    Occult Library Card 1:
    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.

    Occult Library Card 2:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Occult Library Card 3:
    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.

    Occult Library Card 4:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

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

    Occult Library Card 5:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

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

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

    Occult Library Card 6:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Occult Library Card 7:
    Breath of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

    Occult Library Card 8:
    Verbovezzor
    Ally 5

    Traits
    Vermin
    Swarm
    Mythic

    Check
    None
    0

    Powers
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

    Occult Library Card 9:
    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.

    Occult Library Card 10:
    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.

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

    Molten Pool Card 1:
    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.

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Molten Pool Card 4:
    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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Molten Pool Card 7:
    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.

    Molten Pool Card 8:
    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.

    Molten Pool Card 9:
    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.

    Molten Pool Card 10:
    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.

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

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Sanctum Card 3:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    Force Sling +3
    Weapon 6

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Sanctum Card 6:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    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.

    Sanctum Card 9:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Sanctum Card 10:
    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.

  • Grand Lodge

    Female Blue Goblin Sneaker

    Drawing 3 random monsters from the box: monsters 3, 6, 5

    Zetha and Reepazo stumbles upon another demon locust shrine. Man do they love some bugs!

    Explore: Arboreal Blight. Banish a monster to evade Deranki, then banish another to evade the blight.
    They hear a rumbling and hide. A bunch of demon trees, apparently on patrol, trundle by on their roots. After they pass, Zetha pokes her head out.

    Explore again via Blessing of Pharasma.
    Explore random card: 1d10 ⇒ 9
    Unfortunately, the evil trees were only the scouts for an Abyssal Army that comes marching up!

    Abyssal Army:

    Abyssal Army
    Henchman Barrier 6
    Traits
    Army
    Skirmish
    Demon
    Undead
    Mythic

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Knowledge
    Divine
    Acrobatics
    23

    Powers
    The Abyssal Army is immune to the Electricity, Mental, and Poison traits.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close thie location this henchman came from.

    I can evade the army, or we can fight it for an early close. Any opinions?


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

    Tup is happy to do the Arcane check or one of the Combat checks, whatever makes the most sense. Could theoretically do the Acrobatics check but that wouldn't include my mythic bonus, so it would require a bunch of help to make it feasible.


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

    I'm gonna go ahead and spoiler-roll my Arcane check. :)

    Arcane vs. silly army thingy:

    Requesting Reepazo's Blessing of Abraxas for 2 dice.
    Arcane 23: 1d12 + 11 + 2d12 ⇒ (3) + 11 + (7, 3) = 24 Wow, closer than I would have liked, but I got it!

    I have a blessing of Qi Zhong (1 die) and a blessing of Pharasma (2 dice if you play a spell on the check) available for whoever needs them. I can also give Qualzar my +4 and Fire.


    Reta's Hand Greatest Leader Ever!!

    Start of the scenario, Reta displayed her Slaying Bolts and Searing Arrows.

    Reta takes combat.
    Houndhacker, Ophidian Armor, Belt of Physical Might, Blessing of the Inheritor, Mythicness
    Combat 40: 1d10 + 5 + 6 + 1d6 + 4 + 2 + 2 + 3d10 ⇒ (3) + 5 + 6 + (5) + 4 + 2 + 2 + (10, 5, 7) = 49
    Random Character Alphabetically: 1d6 ⇒ 2
    Qualzar gets the Blessing of Iomadea from the top of the blessings discard pile shuffled into his deck.
    Success


    Reepazo uses BoAbraxas2
    Abyssal Army DC 24 divine: 1d8 + 12 + 2d8 ⇒ (4) + 12 + (4, 6) = 26

    I have BoZarongel if needed

    Reepazo squished some bugs and wrote:

    Hand: BoZarongel, Fly, Cloudburst, Mace of Smiting,

    Deck: 14 Discard: 2 Buried: 0, Displayed:
    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


    Poog burns it with Fire, for Zarongel!
    Fire Snake 23: 1d10 + 5 + 6 + 1d6 + 1 + 2d10 + 1d8 ⇒ (6) + 5 + 6 + (6) + 1 + (9, 4) + (1) = 38


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Q tries to dazzle the horde with his intellect. "I bet you don't know why wombats poop cubes!" Knowledge 23 burning a Mythic charge and recharging Blessing of Iomedae: 1d20 + 1d10 + 10 ⇒ (6) + (2) + 10 = 18 WTF using reroll on 1d20 Knowledge 23: 1d20 + 12 ⇒ (11) + 12 = 23 The horde members are confounded with the realization.

    Reta then does his combat check, and ends with Q shuffling BoIomedae to his deck.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Life Leech, Blessing of Droskar, Force Sling +3, Blessing of Abadar, Isiem, Bear,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Isiem can be recharged to add 1d6 and Cold, Fire, or Poison trait to any combat check.
    Mythic Charges: 5 Die Bumps: 1 Reroll Available: N

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: None
    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([x] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
    When you encounter a monster, you may evade it ([x] and may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
    [x] You automatically succeed at your check to recharge a spell ([ ] or an item that has the Magic trait).
    [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 hears other goblins attacking army, and decides she doesn't want to miss the fun! She takes a swig of her Chalice of Ozem, casts Fire Shield, and then screams and jumps out at the Ivory Templar at the head of the army!
    Combat 20, using Ahtez to use Stealth + Stalking Armor + Mythic + Ice Chemist + fire shield + chalice: 1d10 + 4 + 7 + 2 + 6 + 1d4 + 1d8 + 1d6 ⇒ (2) + 4 + 7 + 2 + 6 + (1) + (1) + (6) = 29
    Defeated, no difficulty increase.

    The templar makes a *spleurch* noise as Zetha lands, pointy bits down. She rebounds off of it onto other demons!
    Combat 40, using Ahtez to use Stealth + Stalking Armor + Mythic + Ice Chemist + fire shield + chalice + blessing + use a mythic charge: 1d20 + 1d10 + 4 + 7 + 2 + 6 + 1d4 + 1d8 + 1d6 ⇒ (13) + (2) + 4 + 7 + 2 + 6 + (4) + (1) + (2) = 41
    Regain charge from defeat.
    Close location.
    Recharge fire shield: 1d10 + 4 + 1d8 ⇒ (10) + 4 + (5) = 19

    The demons are full of stab wounds and their stab wounds are full of fire, thanks to the goblins' handiwork. Zetha laughs as their army formation breaks and they scatter, screaming and on fire.

    Loc closed, turn over.

    Zetha, Mythically Sneaky Blue Goblin wrote:

    Hand: Ice Chemist, Stalking Pajamas, Zee the Magical Child, Blessing of Norgorber (2 dice for boon checks), Summon Hellhounds, Haste, Monster 6

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

    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.


    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.

    Mythic Goblin Champions!:

    [ ] Mythic Medal of Stabbing: Melee: Strength + 5
    [ ] Mythic Medal of Throwing Pointy Things: Ranged: Dexterity + 5
    [ ] Mythic Medal of Iron Bellies: Fortitude: Constitution + 5
    [ ] Mythic Medal of Smrtness: Knowledge: Intelligence + 5
    [ ] Mythic Medal of the Goblin Hero-Gods: Divine: Wisdom + 5
    [ ] Mythic Medal of Giant Fireball Explosions: Arcane: Charisma + 5

    During This Scenario:

  • Display the troop Champions of Mendev
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
    Ivory Templar:
    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.

    Shadow Demon:
    Shadow Demon
    Henchman Monster 3

    Traits
    Outsider
    Demon
    Incorporeal
    Servitor

    Check
    Combat
    20

    Powers
    The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
    Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

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

    Monster 3
    Spoiler:
    Fly Demon
    Monster 6

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Monster 4
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

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

    Monster 5
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Rallying Cry
    Barrier B

    Traits
    Task
    Cache

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Temptation of Sorcery
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    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.

    Barrier 5
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

    Powers
    Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Disrupting Warhammer
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    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:
    Blackaxe
    Weapon 4

    Traits
    Axe
    Melee
    Slashing
    2-Handed
    Magic
    Corrupted
    Veteran

    Check
    Strength
    Melee
    12

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

    Weapon 4
    Spoiler:
    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 5
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    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 2
    Spoiler:
    Charm Monster
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 3
    Spoiler:
    Breath of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

    Spell 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:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Eagle Knight Dress Uniform
    Armor 1

    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

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

    Armor 2
    Spoiler:
    Ebon Thorn
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Armor 3
    Spoiler:
    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:
    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:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

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

    Traits
    Book
    Magic
    Corrupted
    Mythic

    Check
    Arcane
    Craft
    Divine
    Knowledge
    12

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

    Item 2
    Spoiler:
    Monkey's Paw
    Item C

    Traits
    Object
    Gambling
    Corrupted

    Check
    See Below
    0

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

    Item 3
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 4
    Spoiler:
    Tome of Mental Prowess
    Item 3

    Traits
    Book
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Item 5
    Spoiler:
    Demon Hunter's Handbook
    Item B

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 2
    Spoiler:
    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:
    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.

    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:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of 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 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 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.

    Turn: 2 Qualzar Furryface/yamasaki

    Top of Blessing Discard Pile: Blessing of Deskari

    Top Blessing:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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


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

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 6 Poog)
    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 7 Zetha Thunderstealer)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 8 Qualzar Furryface)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 7 (Turn 9 Reepazo)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 10 Reta)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 11 Tup)
    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 12 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 11 (Turn 13 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 14 Qualzar Furryface)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 15 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 14 (Turn 16 Reta)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 17 Tup)
    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 18 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.

    Blessings Deck Card 17 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 18 (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 19 (Turn 21 Reepazo)
    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 20 (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 21 (Turn 23 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 24 Poog)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 23 (Turn 25 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 24 (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 25 (Turn 27 Reepazo)
    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 26 (Turn 28 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 28 (Turn 30 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Locust Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reepazo, Zetha

    Prison Vault
    Traits: Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M:0 Ba:4 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

    Prison Vault Card 1:
    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.

    Prison Vault Card 2:
    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.

    Prison Vault Card 3:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Prison Vault Card 4:
    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.

    Prison Vault Card 5:
    Areelu Vorlesh
    Villain Monster 6

    Traits
    Outsider
    Demon
    Witch
    Mythic

    Check
    Combat
    45
    THEN
    Combat
    50

    Powers
    Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
    Before you act, a random other character summons and encounters the henchman Devastator.
    If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

    Prison Vault Card 6:
    Ghost Wolf
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

    Powers
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    Prison Vault Card 7:
    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.

    Prison Vault Card 8:
    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.

    Prison Vault Card 9:
    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.

    Prison Vault Card 10:
    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.

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

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Ophidian Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Servitor

    Check
    Combat
    30

    Powers
    The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
    Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Torture Chamber Card 7:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Torture Chamber Card 8:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.

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

    Cathederal of Chaos Card 1:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
    Discard this card to explore your location, or to move to another location and explore it.

    Cathederal of Chaos Card 2:
    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.

    Cathederal of Chaos 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.

    Cathederal of Chaos Card 4:
    Rasper Dragon Riders
    Henchman Barrier 6

    Traits
    Army
    Dragon
    Demon
    Pitborn
    Cleric

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Perception
    Survival
    Ranged
    20

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

    Cathederal of Chaos Card 5:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Cathederal of Chaos Card 6:
    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.

    Cathederal of Chaos Card 7:
    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.

    Cathederal of Chaos Card 8:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Cathederal of Chaos Card 9:
    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.

    Cathederal of Chaos Card 10:
    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.

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

    Abattior Card 1:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Abattior Card 2:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

    Powers
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Abattior Card 3:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Abattior Card 4:
    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.

    Abattior Card 5:
    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.

    Abattior Card 6:
    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.

    Abattior Card 7:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 8:
    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.

    Abattior Card 9:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Abattior Card 10:
    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.

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

    Occult Library Card 1:
    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.

    Occult Library Card 2:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Occult Library Card 3:
    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.

    Occult Library Card 4:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

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

    Occult Library Card 5:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

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

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

    Occult Library Card 6:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Occult Library Card 7:
    Breath of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

    Occult Library Card 8:
    Verbovezzor
    Ally 5

    Traits
    Vermin
    Swarm
    Mythic

    Check
    None
    0

    Powers
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

    Occult Library Card 9:
    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.

    Occult Library Card 10:
    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.

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

    Molten Pool Card 1:
    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.

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Molten Pool Card 4:
    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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Molten Pool Card 7:
    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.

    Molten Pool Card 8:
    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.

    Molten Pool Card 9:
    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.

    Molten Pool Card 10:
    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.

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

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Sanctum Card 3:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    Force Sling +3
    Weapon 6

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Sanctum Card 6:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    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.

    Sanctum Card 9:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Sanctum Card 10:
    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.


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    The hour is Deskari and Q the mustached marvel explores the Occult Library and sees an extra large bookworm. Combat 10+10=20 with Life Leech, Blessing of Droskar and Bear: 2d10 + 11 + 4d4 ⇒ (8, 2) + 11 + (1, 4, 4, 2) = 32 "How's THAT for pest control?!" Bear shuffled from discards to deck and Life Leech auto recharged.

    He calls for Abadar's help, but is instead cursed with Sin Seeker (displayed).

    He then turns to his slave Isiem and tells him to explore what's ahead -- a Manual of War, Meteor Swarm spell, and a Drake Rider. He goes for the spell (next card Manual, last, monster). Arcane 15+5=20 using Tup's power: 1d10 + 15 ⇒ (7) + 15 = 22. Acquired

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Force Sling +3, Meteor Swarm (ncd), Bear, Safe Harbor, Transmogrify, Amulet of the Abyss, Blessing of Iomedae (ncd),

    Displayed: Sin Seeker,
    Deck: 13 Discard: 2 Buried: 0
    Notes:
    Mythic Charges: 5 Die Bumps: 1 Reroll Available: N

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: None
    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([x] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
    When you encounter a monster, you may evade it ([x] and may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
    [x] You automatically succeed at your check to recharge a spell ([ ] or an item that has the Magic trait).
    [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 banished, card 2 displayed, card 4 acquired, card 3 examined and on top, and card 5 examined and next after.


    Reepazo moves to Molten Pool. She explores and finds a Wrecker Demon. She doesn't fight the Ivory Templar so +10 to DC

    She displays cloudburst for bugform and she uses Mace of Smiting. Dex check so vermin bonus and she draws a card (Gribbet)
    Wrecker Demon 24 combat: 1d12 + 3d8 + 7 + 1d6 ⇒ (5) + (4, 4, 4) + 7 + (5) = 29 defeated

    Discard Gribbet to explore. Find a Spiny Shield. Display BoZarongel for bug form. She doesn't want this shield but if she does a con check she'll draw again..so she draws Poog of Zarongel
    Spiny Shield DC 8 con: 1d12 + 1d6 ⇒ (7) + (5) = 12 acquired

    use Poog to explore. Find Maze Tapestry

    Maze Tapestry:

    Barrier 5
    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    She does the WIS check since she has +10
    Maze Tapestry DC 15 wis: 1d8 + 10 ⇒ (7) + 10 = 17 defeated

    She then uses Fly to examine top card of Abaittor and Prison Vault
    Abaittor - Umbral Dragon
    Prison Vault - Poison Spiked Pit Trap

    She consults with Reta to see if she wants help or not at abaittor before making decision to move. Fly auto-recharges.


    retcon
    I forgot to do the Ivory Templar for Maze Tapestry. That changes things.

    I had only two cards in hand at that point so I would've summoned IVory Templar and discarded my weapon to attack it

    Ivory Templar:
    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.


    Before the check I'd draw a card (BoAchaekek)
    Ivory Templar DC 20 combat: 1d12 + 1d8 + 6 + 1d4 + 1d6 ⇒ (1) + (4) + 6 + (2) + (6) = 19 shirt reroll on d12
    Ivory Templar DC 20 combat: 1d12 + 18 ⇒ (7) + 18 = 25

    Since I had to use my shirt reroll on the Ivory templar I wouldn't have done a straight roll on the Maze Tapestry, Instead I would've drawn BoZarongel from Bug form at end of Ivory Templar fight and used that blessing. I already passed so I won't roll again, but I'll just discard BoZarongel

    end retcon

    Reepazo moves to Prison Vault. Resets hand and ends turn

    Reepazo squished some bugs and wrote:

    Hand: Breath of Life, Holy Javelin, BoAchaekek, BoPharasma, Limp Lash, Talisman of True Faith,

    Deck: 8 Discard: 6 Buried: 0, Displayed: 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

    TLDR - Banished cards 1 and 3 at molten pool. Acquired card 2 (spiny shield) at molten pool. Examined card 1 at Abaittor and card 1 at Prison Vault. Moved to Prison Vault


    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.

    Mythic Goblin Champions!:

    [ ] Mythic Medal of Stabbing: Melee: Strength + 5
    [ ] Mythic Medal of Throwing Pointy Things: Ranged: Dexterity + 5
    [ ] Mythic Medal of Iron Bellies: Fortitude: Constitution + 5
    [ ] Mythic Medal of Smrtness: Knowledge: Intelligence + 5
    [ ] Mythic Medal of the Goblin Hero-Gods: Divine: Wisdom + 5
    [ ] Mythic Medal of Giant Fireball Explosions: Arcane: Charisma + 5

    During This Scenario:

  • Display the troop Champions of Mendev
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
    Ivory Templar:
    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.

    Shadow Demon:
    Shadow Demon
    Henchman Monster 3

    Traits
    Outsider
    Demon
    Incorporeal
    Servitor

    Check
    Combat
    20

    Powers
    The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
    Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

    Sin Seeker:
    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.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Monster 2
    Spoiler:
    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:
    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 4
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

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

    Monster 5
    Spoiler:
    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:
    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.

    Barrier 2
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

    Powers
    Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    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:
    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:
    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.

    Weapon 2
    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 3
    Spoiler:
    Spellbreaker
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Mythic

    Check
    Strength
    Melee
    Arcane
    Divine
    16

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

    Weapon 4
    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 5
    Spoiler:
    Disrupting Warhammer
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    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 2
    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 3
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

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

    Spell 4
    Spoiler:
    Dragon's Breath
    Spell 4

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

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

    Spell 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    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:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 5
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Random Items:
    Item 1
    Spoiler:
    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:
    Evocation Staff
    Item 5

    Traits
    Staff
    Attack
    Arcane
    Magic

    Check
    Intellgence
    Arcane
    14

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

    Item 3
    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 4
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    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:
    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.

    Ally 2
    Spoiler:
    Riftwarden
    Ally 1

    Traits
    Human
    Wizard

    Check
    Intelligence
    Knowledge
    7
    OR
    Diplomacy
    10

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

    Ally 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:
    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 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 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 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.

    Blessing 4
    Spoiler:
    Blessing of Xoveron
    Blessing 5

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 4 Reta/Hawkmoon269

    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: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 6 Poog)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 7 Zetha Thunderstealer)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 8 Qualzar Furryface)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 5 (Turn 9 Reepazo)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 10 Reta)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 11 Tup)
    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 12 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 9 (Turn 13 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 14 Qualzar Furryface)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 15 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 12 (Turn 16 Reta)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 17 Tup)
    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 18 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.

    Blessings Deck Card 15 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (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 17 (Turn 21 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 18 (Turn 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 19 (Turn 23 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 20 (Turn 24 Poog)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 25 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 22 (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 23 (Turn 27 Reepazo)
    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 24 (Turn 28 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 29 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 26 (Turn 30 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Locust Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Zetha

    Prison Vault
    Traits: Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M:0 Ba:4 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo

    Prison Vault Card 1 - Poison Spiked Pit Trap:
    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.

    Prison Vault Card 2:
    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.

    Prison Vault Card 3:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Prison Vault Card 4:
    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.

    Prison Vault Card 5:
    Areelu Vorlesh
    Villain Monster 6

    Traits
    Outsider
    Demon
    Witch
    Mythic

    Check
    Combat
    45
    THEN
    Combat
    50

    Powers
    Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
    Before you act, a random other character summons and encounters the henchman Devastator.
    If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

    Prison Vault Card 6:
    Ghost Wolf
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

    Powers
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    Prison Vault Card 7:
    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.

    Prison Vault Card 8:
    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.

    Prison Vault Card 9:
    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.

    Prison Vault Card 10:
    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.

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

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Ophidian Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Servitor

    Check
    Combat
    30

    Powers
    The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
    Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Torture Chamber Card 7:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Torture Chamber Card 8:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.

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

    Cathederal of Chaos Card 1:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
    Discard this card to explore your location, or to move to another location and explore it.

    Cathederal of Chaos Card 2:
    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.

    Cathederal of Chaos 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.

    Cathederal of Chaos Card 4:
    Rasper Dragon Riders
    Henchman Barrier 6

    Traits
    Army
    Dragon
    Demon
    Pitborn
    Cleric

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Perception
    Survival
    Ranged
    20

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

    Cathederal of Chaos Card 5:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Cathederal of Chaos Card 6:
    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.

    Cathederal of Chaos Card 7:
    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.

    Cathederal of Chaos Card 8:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Cathederal of Chaos Card 9:
    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.

    Cathederal of Chaos Card 10:
    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.

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

    Abattior Card 1 - Umbral Dragon:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Abattior Card 2:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

    Powers
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Abattior Card 3:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Abattior Card 4:
    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.

    Abattior Card 5:
    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.

    Abattior Card 6:
    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.

    Abattior Card 7:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 8:
    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.

    Abattior Card 9:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Abattior Card 10:
    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.

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

    Occult Library Card 1 - Manual of War:
    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.

    Occult Library Card 2 - Drake Rider:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

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

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

    Occult Library Card 3:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Occult Library Card 4:
    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.

    Occult Library Card 5:
    Verbovezzor
    Ally 5

    Traits
    Vermin
    Swarm
    Mythic

    Check
    None
    0

    Powers
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

    Occult Library Card 6:
    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.

    Occult Library Card 7:
    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.

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

    Molten Pool Card 1:
    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.

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Molten Pool Card 4:
    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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    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.

    Molten Pool Card 7:
    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.

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

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Sanctum Card 3:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    Force Sling +3
    Weapon 6

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Sanctum Card 6:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    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.

    Sanctum Card 9:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Sanctum Card 10:
    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.


  • Reta's Hand Greatest Leader Ever!!

    Reta wants to kill a dragon.

    Reta chooses to not summon the Ivory Templar, since she will be using her Mythic-ness to ignore the difficulty increases anyway.
    BYA Arcane 14: 1d4 ⇒ 4
    BYA Random occupied location: 1d5 ⇒ 3
    Poog
    Houndhacker, Belt of Physical Might, Ophidian Armor, Burn a charge
    Combat 24=30: 1d20 + 5 + 6 + 1d6 + 4 + 2 + 2 ⇒ (14) + 5 + 6 + (4) + 4 + 2 + 2 = 37
    Success
    Houndhacker (recharge), Belt of Physical Might, Ophidian Armor, Burn a charge
    Combat 24=30: 1d20 + 5 + 5 + 1d6 + 4 + 2d6 + 2 + 2 ⇒ (10) + 5 + 5 + (4) + 4 + (5, 6) + 2 + 2 = 43
    Success
    Defeated
    Gain a charge.
    It goes on my bolts.

    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: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Lizard, Poog of Zarongel, Swiftshooter
    Deck: 10 Discard: 1 Buried: 0 Displayed: 4
    Notes: Mythic Charges: 5/6 Reroll: Not used
    Slaying Bolts: Dragon, Mythic


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

    Out of turn, Tup recharges Deliverance to help Q with his check. I'll also go ahead and display Safety Bubble now.


    Poog is mythic godblin and spits at Umbral Dragon's feeble magic.
    At least, once backed up by two blessings.
    Con 11: 1d8 + 5 + 1d8 + 1d8 ⇒ (4) + 5 + (2) + (8) = 19
    I'll bless, then have someone else bless, so that you heal 2 and I heal my blessing :)


    Use BoPharasma on Poogs check. Heal 2 cards

    Reepazo squished some bugs and wrote:

    Hand: Breath of Life, Holy Javelin, BoAchaekek, Limp Lash, Talisman of True Faith,

    Deck: 10 Discard: 5 Buried: 0, Displayed: 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


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

    Uninterested in the silly book that Q found, Tup heads to the Shank-Toom to find some spells.

    Moving to the Sanctum and exploring to find a Stringy Fiend. Everyone else needs to make a Dexterity or Acrobatics 10 check or they're moved here and can't play weapons or spells for this encounter. Casting Limp Lash. Also using my BoPharasma and recharging Autumn Witch for another die. I'll also recharge a card to add 1d8.

    Combat 33+10=43: 1d12 + 11 + 2d6 + 2d12 + 1d12 + 1d8 ⇒ (4) + 11 + (2, 2) + (12, 9) + (10) + (8) = 58 Tup blowed him up a lot. Unfortunately Tup have no Corrupted, so Tup can't close. Fire damage to myself: 1d4 ⇒ 1 Recharge Phoenix Cloak to reduce that to 0.
    recharge: 1d12 + 11 ⇒ (12) + 11 = 23

    Use the Wand of Flying to look at the top of my own location and the Molten Pool. Temptation of Invincibility here, another Stringy Fiend on top of Molten Pool.
    recharge: 1d12 + 11 ⇒ (8) + 11 = 19

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Staff of Dark Flame, Blessing of Lamashtu, Death's Touch, Ice Chemist, Blessing of Qi Zhong, Create Mindscape, Gribbet,

    Displayed: Safety Bubble, Create Mindscape,
    Deck: 13 Discard: 1 Buried: 0
    Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
    Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6 [X] 7
    Proficient with: None
    Powers:
    For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
    [X] When you banish a spell from your hand not for its power, draw a spell from the box.
    When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
    [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.


    Reepazo happy to take a dex check. draws a card (Animalbane Horsechopper+3)

    Use Talisman of true faith
    BYA DC 10 dex: 1d12 + 2 + 1d12 ⇒ (11) + 2 + (9) = 22

    Reepazo squished some bugs and wrote:

    Hand: Breath of Life, Holy Javelin, BoAchaekek, Animalbane Horsechopper+3, Limp Lash,

    Deck: 9 Discard: 6 Buried: 0, Displayed: 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


    Tup, why you play with gummy gum demon?

    Poog is dragged to the Sanctum. Then he uses a Samisen of Oracular Vision to see if he wants to stay:
    Temptation of Invincibility
    Dragonbreath Bow
    Bastion of the Inheritor

    "Meh, not Poog kinda place."

    Poog flies up and sees if there's something interesting elsewhere.
    Abbatoir: Black Flame Vrolikai
    Cathedral of Chaos: Unicorn
    Divine 12: 1d10 + 4 + 5 ⇒ (8) + 4 + 5 = 17

    Poog wants to eat a unicorn, so he drops his Spellsword and flies back to the Cathedral. Nom nom nom.

    A grizzled mercenary is impressed by Poog's voracious appetite for unicorn flesh, and decides to sign on, in case Poog also eats mercenaries. Cha 6: 1d6 + 5 ⇒ (1) + 5 = 6

    Poog

    Hand: Dogfinder, Grizzled Mercenary, Animalbane Horsechopper +3, Divine Blaze, Blessing of Qi Zhong, Dawnflower's Kiss, Blessing of Achaekek,
    Deck: 13 Discard: 0 Buried: 1
    Displayed: God of Goblin Leaders,
    Notes: Mythic Charges: 5.

    Skills and Powers:
    SKILLS
    Strength d8+5 ■+1 ■+2 ■+3 ■+4
    . Melee: Strength +1
    Dexterity d4 □+1
    Constitution d8 □+1 □+2 □+3
    Intelligence d6 □+1 □+2
    Wisdom d10+5 ■+1 ■+2 □+3
    . Divine: Wisdom +2
    . Survival: Wisdom +1
    Charisma d6+5 □+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


    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.

    Mythic Goblin Champions!:

    [ ] Mythic Medal of Stabbing: Melee: Strength + 5
    [ ] Mythic Medal of Throwing Pointy Things: Ranged: Dexterity + 5
    [ ] Mythic Medal of Iron Bellies: Fortitude: Constitution + 5
    [ ] Mythic Medal of Smrtness: Knowledge: Intelligence + 5
    [ ] Mythic Medal of the Goblin Hero-Gods: Divine: Wisdom + 5
    [ ] Mythic Medal of Giant Fireball Explosions: Arcane: Charisma + 5

    During This Scenario:

  • Display the troop Champions of Mendev
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
    Ivory Templar:
    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.

    Shadow Demon:
    Shadow Demon
    Henchman Monster 3

    Traits
    Outsider
    Demon
    Incorporeal
    Servitor

    Check
    Combat
    20

    Powers
    The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
    Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

    Sin Seeker:
    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.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Betrayal Demon
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    16

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

    Monster 2
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 3
    Spoiler:
    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 4
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Monster 5
    Spoiler:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    Barrier 2
    Spoiler:
    Verminous Symbols
    Barrier 6

    Traits
    Trap
    Magic
    Arcane

    Check
    Constitution
    Fortitude
    Wisdom
    17
    OR
    Disable
    15

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

    Barrier 3
    Spoiler:
    Temptation of Sorcery
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    Heavy Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 3
    Spoiler:
    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 4
    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 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Spell 2
    Spoiler:
    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 3
    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 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 2
    Spoiler:
    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:
    Ebon Thorn
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Armor 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:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Random Items:
    Item 1
    Spoiler:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

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

    Item 2
    Spoiler:
    Demon Hunter's Handbook
    Item C

    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:
    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:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

    Item 5
    Spoiler:
    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:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
    Discard this card to explore your location, or to move to another location and explore it.

    Ally 2
    Spoiler:
    Merchant Lord
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    Scribe
    Ally 2

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Ally 4
    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.

    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 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.

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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 5
    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.

    Turn: 7 Zetha Thunderstealer/Wikwocket

    Top of Blessing Discard Pile: Blessing of Deskari

    Top Blessing:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Qualzar Furryface)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessings Deck Card 2 (Turn 9 Reepazo)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 10 Reta)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 11 Tup)
    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 5 (Turn 12 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 6 (Turn 13 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 14 Qualzar Furryface)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 15 Reepazo)
    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 9 (Turn 16 Reta)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 17 Tup)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 18 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.

    Blessings Deck Card 12 (Turn 19 Zetha Thunderstealer)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 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 14 (Turn 21 Reepazo)
    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 15 (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 16 (Turn 23 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 24 Poog)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 25 Zetha Thunderstealer)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 19 (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 20 (Turn 27 Reepazo)
    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 21 (Turn 28 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 29 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 23 (Turn 30 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Locust Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Zetha

    Prison Vault
    Traits: Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M:0 Ba:4 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo

    Prison Vault Card 1 - Poison Spiked Pit Trap:
    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.

    Prison Vault Card 2:
    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.

    Prison Vault Card 3:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Prison Vault Card 4:
    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.

    Prison Vault Card 5:
    Areelu Vorlesh
    Villain Monster 6

    Traits
    Outsider
    Demon
    Witch
    Mythic

    Check
    Combat
    45
    THEN
    Combat
    50

    Powers
    Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
    Before you act, a random other character summons and encounters the henchman Devastator.
    If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

    Prison Vault Card 6:
    Ghost Wolf
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

    Powers
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    Prison Vault Card 7:
    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.

    Prison Vault Card 8:
    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.

    Prison Vault Card 9:
    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.

    Prison Vault Card 10:
    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.

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

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Ophidian Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Servitor

    Check
    Combat
    30

    Powers
    The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
    Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Torture Chamber Card 7:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Torture Chamber Card 8:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.

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

    Cathederal of Chaos Card 1:
    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.

    Cathederal of Chaos Card 2:
    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.

    Cathederal of Chaos Card 3:
    Rasper Dragon Riders
    Henchman Barrier 6

    Traits
    Army
    Dragon
    Demon
    Pitborn
    Cleric

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Perception
    Survival
    Ranged
    20

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

    Cathederal of Chaos Card 4:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Cathederal of Chaos Card 5:
    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.

    Cathederal of Chaos Card 6:
    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.

    Cathederal of Chaos Card 7:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Cathederal of Chaos Card 8:
    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.

    Cathederal of Chaos Card 9:
    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.

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

    Abattior Card 1 - Black Flame Vrolikai:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

    Powers
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Abattior Card 2:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Abattior Card 3:
    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.

    Abattior Card 4:
    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.

    Abattior Card 5:
    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.

    Abattior Card 6:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 7:
    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.

    Abattior Card 8:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Abattior Card 9:
    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.

    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:1 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Qualzar,
    Notes: Safety Bubble

    Occult Library Card 1 - Manual of War:
    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.

    Occult Library Card 2 - Drake Rider:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

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

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

    Occult Library Card 3:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Occult Library Card 4:
    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.

    Occult Library Card 5:
    Verbovezzor
    Ally 5

    Traits
    Vermin
    Swarm
    Mythic

    Check
    None
    0

    Powers
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

    Occult Library Card 6:
    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.

    Occult Library Card 7:
    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.

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

    Molten Pool Card 1 - Stringy Fiend:
    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.

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Molten Pool Card 4:
    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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    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.

    Molten Pool Card 7:
    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.

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

    Sanctum Card 1 - Temptation of Invincibility:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Sanctum Card 2 - Dragonbreath Bow:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Sanctum Card 3 - Bastion of the Inheritor:
    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.

    Sanctum Card 4:
    Force Sling +3
    Weapon 6

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Sanctum Card 5:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Sanctum Card 6:
    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.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Sanctum Card 9:
    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.


  • Acquired Cards:
    Spell 6 Meteor Swarm
    Armor 2 Spiny Shield
    Ally B Grizzled Mercenary


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Qualzar flips BoDeskari and continues to ransack the Occult Library. He directs his attention to the Manual of War. First he fights the Shadow Demon guardian. Combat 20 using Meteor Swarm: 1d10 + 11 + 2d6 + 2d10 ⇒ (9) + 11 + (1, 6) + (6, 9) = 42 Success!

    Ranged 8 using Mythic Medal of Throwing Pointy Things: 1d6 + 5 ⇒ (6) + 5 = 11 Acquired Manual of War.

    He directs his Bear to do more ransacking, and bumps into the Drake Rider. Their Ivory Templar ally attacks from behind first. Combat 20 using Arcane Blast discarding Force Sling: 1d10 + 12 + 1d6 ⇒ (1) + 12 + (2) = 15 Disaster! Recharged hand, redraws (including Armor of Skulls) and takes damage. Good thing Safety Bauble is there and reduces damage by 1d4 ⇒ 1, and armor reduced it by further 2 (discards Good Omen and Fortune Teller).

    He thinks it's wise to avoid the Drake Rider for now and vanishes from sight (evade monster and shuffle location).

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Vestments of False Faith, Scrying, Blessing of Iomedae 1, Armor of Skulls, Surgeon, Blessing of Iomedae 2, Stole of the Inheritor,

    Displayed: Sin Seeker,
    Deck: 10 Discard: 6 Buried: 0
    Notes:
    Mythic Charges: 4 Die Bumps: 1 Reroll Available: N

    Skills and Powers:
    SKILLS

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

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


    Reepazo flips BoStarsong

    She explores and finds a pit trap

    Poison Pit trap:
    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.

    Display Breath of Life for bug form. BYA she summons Ivory Templar. Display Holy Javelin for bug form.

    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.


    Use Limp Lash
    Ivory Templar DC 20 combat: 1d8 + 12 + 3d6 ⇒ (3) + 12 + (1, 5, 4) = 25 defeated
    Limp lash DC 14 arcane: 1d8 + 12 ⇒ (2) + 12 = 14 recharged
    Now for Poison Pit Trap, check invokes poison, draw a card (armor of the sands)
    Poison Pit Drap DC 14 wis: 2d8 + 10 + 1d6 ⇒ (1, 2) + 10 + (6) = 19 defeated

    Pass on the free explore. Draw Breath of life from displayed cards and use it on self
    Heal self: 1d4 + 1 ⇒ (2) + 1 = 3 poog, gribbet, bozarongel.
    Breath of life dc 15 divine: 1d8 + 12 ⇒ (6) + 12 = 18 recharged

    Reepazo squished some bugs and wrote:

    Hand: Safety Bubble, BoAbraxas 1, Armor of the Sands, BoAchaekek, Animalbane Horsechopper+3, Blancher,

    Deck: 10 Discard: 3 Buried: 0, Displayed: Cloudburst, Holy Javelin,
    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


    Reta's Hand Greatest Leader Ever!!

    The hour is Abraxas and Reta has awoken!!

    Free exploration: Black Flame Vrolikai
    Reta finds one of the ancient ones (he still has a "before the encounter" power).

    BYE: 1d4 ⇒ 3
    Role card safe for now.
    Not summoning Ivory Templar.
    BYA Arcane 14: 1d4 ⇒ 1
    Planar Crossbow +2, Belt of Physical Might, Ophidian Armor, burning a charge
    Combat 25: 1d20 + 3 + 2 + 5 + 1d10 + 2 + 2 + 2 ⇒ (8) + 3 + 2 + 5 + (7) + 2 + 2 + 2 = 31
    Success
    Defeated
    Gain a charge.
    He goes on my bolts.

    Discard (recharge) Swiftshooter to draw a card (Firebow) and explore: Corruption Demon
    As a Queen, Reta has no time for knowledge!
    Intelligence 14: 1d6 ⇒ 1
    Firebow (recharged), Belt of Physical Might, Ophidian Armor
    Combat 25: 1d10 + 3 + 2 + 5 + 1d8 + 4 + 2d6 + 2 + 2 ⇒ (2) + 3 + 2 + 5 + (5) + 4 + (2, 3) + 2 + 2 = 30
    Success
    Defeated
    On my bolts.

    Ending my turn at the Middle of Nowhere.

    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: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Lizard, Poog of Zarongel, Blessing of Lady Lastbreath
    Deck: 10 Discard: 1 Buried: 0 Displayed: 6
    Notes: Mythic Charges: 5/6 Reroll: Not used
    Slaying Bolts: Dragon, Mythic, Outsider, Demon


    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.

    Mythic Goblin Champions!:

    [ ] Mythic Medal of Stabbing: Melee: Strength + 5
    [ ] Mythic Medal of Throwing Pointy Things: Ranged: Dexterity + 5
    [ ] Mythic Medal of Iron Bellies: Fortitude: Constitution + 5
    [ ] Mythic Medal of Smrtness: Knowledge: Intelligence + 5
    [ ] Mythic Medal of the Goblin Hero-Gods: Divine: Wisdom + 5
    [ ] Mythic Medal of Giant Fireball Explosions: Arcane: Charisma + 5

    During This Scenario:

  • Display the troop Champions of Mendev
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.
    Ivory Templar:
    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.

    Shadow Demon:
    Shadow Demon
    Henchman Monster 3

    Traits
    Outsider
    Demon
    Incorporeal
    Servitor

    Check
    Combat
    20

    Powers
    The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
    Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

    Sin Seeker:
    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.

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    Random Monsters:
    Monster 1
    Spoiler:
    Putrid Ooze
    Monster 4

    Traits
    Ooze
    Aquatic

    Check
    Combat
    22
    OR
    Dexterity
    16

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

    Monster 2
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Monster 4
    Spoiler:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    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.

    Barrier 3
    Spoiler:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    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:
    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:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Weapon 2
    Spoiler:
    Blackaxe
    Weapon 4

    Traits
    Axe
    Melee
    Slashing
    2-Handed
    Magic
    Corrupted
    Veteran

    Check
    Strength
    Melee
    12

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

    Weapon 3
    Spoiler:
    Heavy Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 4
    Spoiler:
    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:
    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.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

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

    Spell 3
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Winds of Vengeance
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
    At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

    Spell 5
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

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

    Random Armors:
    Armor 1
    Spoiler:
    Ebon Thorn
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Armor 2
    Spoiler:
    Tarnhelm
    Armor 6

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    20

    Powers
    Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
    Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 4
    Spoiler:
    Eagle Knight Dress Uniform
    Armor 1

    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

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

    Armor 5
    Spoiler:
    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:
    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:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

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

    Item 3
    Spoiler:
    Lyre of Storms
    Item 4

    Traits
    Instrument
    Magic
    Mythic

    Check
    Charisma
    Divine
    12

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

    Item 4
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Item 5
    Spoiler:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

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

    Ally 2
    Spoiler:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
    Discard this card to explore your location, or to move to another location and explore it.

    Ally 3
    Spoiler:
    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 4
    Spoiler:
    Pegasus
    Ally 3

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Ally 5
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 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 Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 10 Tup

    Top of Blessing Discard Pile: Blessing of Torag

    Top Blessing:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 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 2 (Turn 12 Reta)
    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 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 14 Poog)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 6 (Turn 16 Reepazo)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 17 Reta)
    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 18 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 9 (Turn 19 Poog)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (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 11 (Turn 21 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 12 (Turn 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 13 (Turn 23 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 24 Poog)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 25 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 26 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 17 (Turn 27 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 18 (Turn 28 Tup)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 29 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 30 Qualzar Furryface)
    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.

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

    Prison Vault
    Traits: Abyssal
    At This Location: If you move here, you cannot explore this location this turn.
    When Closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.
    When Permanently Closed: Before closing, draw any boons left in this location.
    M:0 Ba:3 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo

    Prison Vault Card 1:
    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.

    Prison Vault Card 2:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Prison Vault Card 3:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Prison Vault Card 4:
    Areelu Vorlesh
    Villain Monster 6

    Traits
    Outsider
    Demon
    Witch
    Mythic

    Check
    Combat
    45
    THEN
    Combat
    50

    Powers
    Areelu Vorlesh may not be evaded and is immune to the Electricity and Poison traits. If you succeed at a Divine or Knowledge 16 check, add 10 to your checks against her.
    Before you act, a random other character summons and encounters the henchman Devastator.
    If undefeated, a random character at your location summons and builds the location Middle of Nowhere and moves to it.

    Prison Vault Card 5:
    Ghost Wolf
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

    Powers
    Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
    When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

    Prison Vault Card 6:
    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.

    Prison Vault Card 7:
    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.

    Prison Vault Card 8:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

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

    Prison Vault Card 9:
    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.

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

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Ophidian Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Servitor

    Check
    Combat
    30

    Powers
    The Ophidian Demon may not be evaded and is immune to the Electricity and Poison traits. If the check has the Force or Slashing trait, or if you succeed at an Intelligence or Knowledge 14 check, add 5 to your checks to defeat.
    Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of your check to defeat the henchman is increased by your result.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Torture Chamber Card 7:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Torture Chamber Card 8:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.

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

    Cathederal of Chaos Card 1:
    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.

    Cathederal of Chaos Card 2:
    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.

    Cathederal of Chaos Card 3:
    Rasper Dragon Riders
    Henchman Barrier 6

    Traits
    Army
    Dragon
    Demon
    Pitborn
    Cleric

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Perception
    Survival
    Ranged
    20

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.

    Cathederal of Chaos Card 4:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Cathederal of Chaos Card 5:
    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.

    Cathederal of Chaos Card 6:
    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.

    Cathederal of Chaos Card 7:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Cathederal of Chaos Card 8:
    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.

    Cathederal of Chaos Card 9:
    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.

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

    Abattior Card 1:
    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.

    Abattior Card 2:
    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.

    Abattior Card 3:
    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.

    Abattior Card 4:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 5:
    Magic Ray Fusillade
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Arcane
    Acrobatics
    Stealth
    18

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

    Abattior Card 6:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Abattior Card 7:
    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.

    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:1 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Qualzar,
    Notes: Drake Rider
    Safety Bubble displayed

    Occult Library Card 1:
    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.

    Occult Library Card 2:
    Verbovezzor
    Ally 5

    Traits
    Vermin
    Swarm
    Mythic

    Check
    None
    0

    Powers
    To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
    Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.

    Occult Library Card 3:
    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.

    Occult Library Card 4:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

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

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

    Occult Library Card 5:
    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.

    Occult Library Card 6:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

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

    Molten Pool Card 1 - Stringy Fiend:
    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.

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Molten Pool Card 4:
    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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    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.

    Molten Pool Card 7:
    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.

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

    Sanctum Card 1 - Temptation of Invincibility:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Sanctum Card 2 - Dragonbreath Bow:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Sanctum Card 3 - Bastion of the Inheritor:
    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.

    Sanctum Card 4:
    Force Sling +3
    Weapon 6

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Sanctum Card 5:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Sanctum Card 6:
    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.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Sanctum Card 9:
    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.

    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
    Located here: Reta


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

    Tup asplores to finds a Temp-tay-shun, but it for armors and Tup not armor guy, so he ignore it. Temptation of Invisibility banished.

    Tup friend Gribbet look around for him, find dragon-y bow, evade it cuz it silly.
    examine card 1: 1d8 + 1 ⇒ (7) + 1 = 8 Upasanda and examine card 2: 1d8 + 1 ⇒ (4) + 1 = 5 Blasphemy Demon.
    Then Gribbet says "There a monk-y fiend-y guy and a demon-y guy up ahead!"

    Tup's icy gnome-y friend walks up to the monk-y fiend-y guy and throws a cold bomb in his face. Add 1d8 and Cold to the combat. Casting Death's Touch.
    BYA Arcane 13: 1d12 + 11 + 1d4 ⇒ (12) + 11 + (4) = 27
    Combat 24+10: 1d12 + 11 + 3d6 + 3 + 1d8 + 1d4 ⇒ (12) + 11 + (5, 4, 6) + 3 + (3) + (2) = 46 Tup kills Upasanda and she shoots some sort of arrow at him as she dies.
    Combat: 1d6 - 1d4 ⇒ (3) - (3) = 0 But his bubble absorbs the arrow, and he laughs.
    recharge: 1d12 + 11 + 1d4 ⇒ (1) + 11 + (3) = 15 Recharged.

    Blasphemy Demon is the next card in the location, and the rest are shuffled.

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Staff of Dark Flame, Blessing of Lamashtu, Channel the Gift, Magnetic Grimoire, Blessing of Qi Zhong, Arcane Cannonade, Velociraptor,

    Displayed: Safety Bubble, Create Mindscape,
    Deck: 10 Discard: 3 Buried: 0
    Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
    Current Mythic Charges: 6 Current die bumps: 2 Reroll: Not used

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6 [X] 7
    Proficient with: None
    Powers:
    For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
    [X] When you banish a spell from your hand not for its power, draw a spell from the box.
    When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
    [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.

    Lone Shark Games

    Poog explores the Cathedral of Chaos!

    He spies a Shadow Demon guarding an Iron Flask. That sounds useful. First, smite the shadow demon with his horsechopper.
    Combat 20: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 ⇒ (8) + 5 + 6 + (2) + 3 + (3) + 1 = 28

    Divine 14: 1d10 + 4 + 6 ⇒ (5) + 4 + 6 = 15

    Achaekek to explore: Charm Monster or Winds of Vengeance
    Poog once again smites a Shadow Demon. "This fun game!"
    Combat 20: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 ⇒ (4) + 5 + 6 + (1) + 3 + (3) + 1 = 23
    then he chortles at the idea of destroying cities with Winds of Vengeance.
    Divine 13: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18

    Qi Zhong to explore again: Rasper Dragon Riders

    Guarded by an antipaladin.
    Combat 20: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 ⇒ (1) + 5 + 6 + (8) + 3 + (1) + 1 = 25 Briefly.

    Poog is a master of avoiding dragon breath weapons, but he didn't realize that applied to dragons with longshanks on them. Acid: 1d4 + 2 ⇒ (4) + 2 = 6 Thankfully, his new Winds of Vengeance stop most of that.

    Rasper Dragon Riders:

    Henchman Barrier 6
    Traits
    Army
    Dragon
    Demon
    Pitborn
    Cleric

    Check
    Combat
    Combat
    40
    OR
    Arcane
    Perception
    Survival
    Ranged
    20

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 check. Characters that succeed are dealt 2 Acid damage; characters that fail are dealt 1d4+2 Acid damage.
    Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated.
    If undefeated, each character at your location is moved to a random other location. If defeated, you may immediately attempt to close the location this henchman came from.


    Reta's Hand Greatest Leader Ever!!

    Reta burns a charge.
    Ranged 20: 1d20 + 3 + 2 + 5 + 2 + 2 ⇒ (10) + 3 + 2 + 5 + 2 + 2 = 24


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

    Since the barrier only deals Acid damage, it invokes Acid, so I'll reveal my Magnetic Grimoire to add 1d4.
    Acrobatics 12: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8
    Acid, Safety Bubble: 1d4 + 2 - 1d4 ⇒ (4) + 2 - (3) = 3 Discard Staff of Dark Flame, Velociraptor and Blessing of Lamashtu.

    Reveal the Grimoire again, and use my Blessing of QiZhong, and 1d4 from Create Mindscape.
    Arcane 20: 1d12 + 11 + 1d4 + 1d12 + 1d4 ⇒ (5) + 11 + (4) + (8) + (2) = 30 Success.

    OUT OF TURN HAND UPDATE:

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Channel the Gift, Magnetic Grimoire, Arcane Cannonade,

    Displayed: Safety Bubble, Create Mindscape,
    Deck: 10 Discard: 7 Buried: 0
    Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
    Current Mythic Charges: 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

    Apparently I didn't need to do that BYA check or take the Acid damage, so that's helpful. Missed the edit window, though.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Q burns 3 of his mythic might and with assistance from Iomedae uses (discard) his Surgeon to fuel a big ass Arcane Blast. Combat 40: 3d20 + 12 ⇒ (2, 18, 18) + 12 = 50 Recharged BoIomedae using Vestments of False Faith.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Scrying, Blessing of Iomedae 1, Armor of Skulls, Stole of the Inheritor,

    Displayed: Sin Seeker,
    Deck: 12 Discard: 7 Buried: 0
    Notes:
    Mythic Charges: 1 Die Bumps: 1 Reroll Available: N

    Skills and Powers:
    SKILLS

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

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


    Poog reaches up towards the heavens, and a pillar of divine flame blasts down covering the dragons and their riders while his winds of vengeance hold them to the flame. Using Qualzar's blessing (remember to heal 2 cards): Combat 40: 1d10 + 4 + 6 + 3d8 + 1d6 + 1 + 1d10 + 1d8 + 1d6 ⇒ (9) + 4 + 6 + (1, 8, 4) + (1) + 1 + (10) + (2) + (1) = 47

    Poog takes out a bib he acquired off a snack-sized longshanks and gets ready for dinner.

    Banish a weapon to close the location. Draw a random Corrupted blessing which is... BoShax (also, I used up all the blessings to get that).

    Divine Blaze: 1d10 + 4 + 6 + 1d6 + 1 ⇒ (4) + 4 + 6 + (6) + 1 = 21
    Winds: 1d10 + 4 + 6 ⇒ (7) + 4 + 6 = 17

    Poog

    Hand: Dogfinder, Animalbane Horsechopper +3, Blessing of Shax, Blessing of the All Seeing Eye, Blessing of Bark Breaker, Sand Elemental, Blessing of Achaekek,
    Deck: 12 Discard: 3 Buried: 2
    Displayed: God of Goblin Leaders,
    Notes: Mythic Charges: 6.

    Skills and Powers:
    SKILLS
    Strength d8+6 ■+1 ■+2 ■+3 ■+4
    . Melee: Strength +1
    Dexterity d4 □+1
    Constitution d8 □+1 □+2 □+3
    Intelligence d6 □+1 □+2
    Wisdom d10+6 ■+1 ■+2 □+3
    . Divine: Wisdom +2
    . Survival: Wisdom +1
    Charisma d6+6 □+1 □+2

    Hand Size 5 ■6 ■7

    Proficient with Light Armors and Weapons

    Powers:
    When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck. (■ Then shuffle a random card from your discard pile into your deck.)
    Add 1d6 (■+1) to your check that invokes the Animal or Fire (■ or Elf, Human, or Slashing) trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may draw a card.
    ■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d8 and you may add the Fire trait


    discard BoAbraxas1 and heals Mace of Smiting and BoAbraxas2

    Reepazo uses Qualzar's BoIomedae and her BoAchaekek

    Survival 20: 5d6 + 9 ⇒ (5, 4, 5, 6, 2) + 9 = 31 woo hoo

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