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

Game Master MorkXII

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

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

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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


The Defiled One
Spoiler:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

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


Lust Demon
Spoiler:
Lust Demon
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
20

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


Ash Giant Thug
Spoiler:
Ash Giant Thug
Henchman Monster 4

Traits
Giant
Barbarian

Check
Combat
27
OR
Arcane
Divine
18

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


Derakni
Spoiler:
Derakni
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
13

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


Harvester
Spoiler:
Harvester
Henchman Monster 4

Traits
Outsider

Check
Combat
27

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


Brimorak
Spoiler:
Brimorak
Henchman Monster 2

Traits
Outsider
Demon
Veteran

Check
Combat
12

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


Cultist of Baphomet
Spoiler:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Cultist of Deskari
Spoiler:
Cultist of Deskari
Henchman Monster 1

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Wight
Spoiler:
Wight
Henchman Monster B

Traits
Undead
Wight

Check
Combat
10
OR
Wisdom
Divine
8

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


Corrupted Soldier
Spoiler:
Corrupted Soldier
Henchman Monster B

Traits
Human
Soldier
Veteran

Check
Combat
9
OR
Charisma
Diplomacy
6

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


Fiendish Tree
Spoiler:
Fiendish Tree
Henchman Monster B

Traits
Plant
Demon
Veteran

Check
Combat
13

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


Ulkreth
Spoiler:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

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


Ivory Templar
Spoiler:
Ivory Templar
Henchman Monster 3

Traits
Human
Paladin

Check
Combat
20

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


Stringy Fiend
Spoiler:
Stringy Fiend
Henchman Barrier 5

Traits
Outsider
Fiend

Check
Combat
33

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

Ravener Terendelev
Spoiler:
Ravener Terendelev
Henchman Monster 6

Traits
Undead
Dragon
Mythic

Check
Combat
30
THEN
Combat
35

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


Acquired Shinies


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During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    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:
    Lost Soul
    Monster 3

    Traits
    Undead

    Check
    Combat
    19

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

    Monster 2
    Spoiler:
    Boar Demon
    Monster 6

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Monster 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:
    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:
    Wrecker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Barrier 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:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 4
    Spoiler:
    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 5
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 2
    Spoiler:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

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

    Weapon 3
    Spoiler:
    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:
    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 5
    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.

    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:
    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:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

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

    Spell 4
    Spoiler:
    Rune of Jandelay
    Spell 5

    Traits
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    14

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

    Spell 5
    Spoiler:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

    Powers
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 3
    Spoiler:
    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 4
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Armor 5
    Spoiler:
    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.

    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:
    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 3
    Spoiler:
    Wand of Paralyze
    Item B

    Traits
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Item 4
    Spoiler:
    Wand of Sacred Weapon
    Item 2

    Traits
    Wand
    Attack
    Divine
    Magic

    Check
    Wisdom
    Divine
    10

    Powers
    For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Unfettered Imp
    Ally 3

    Traits
    Outsider
    Devil
    Temptation

    Check
    Intelligence
    Charisma
    Arcane
    7

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

    Ally 2
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Ally 3
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 4
    Spoiler:
    Interrogator
    Ally B

    Traits
    Human
    Inquisitor

    Check
    Knowledge
    6
    OR
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    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.

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

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessing 2
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 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 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 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: 12 Qualzar Furryface/yamasaki

    Top of Blessing Discard Pile: Blessing of Torag

    Top Blessing:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Reta)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 14 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 15 Poog)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 4 (Turn 16 Qualzar Furryface)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 17 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 6 (Turn 18 Reta)
    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 7 (Turn 19 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 8 (Turn 20 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 21 Qualzar Furryface)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 10 (Turn 22 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 23 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 24 Tup)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 25 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 14 (Turn 26 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 27 Reepazo)
    Spoiler:
    Blessing of 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 16 (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 17 (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 18 (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

    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 Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog

    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:2 Ba:0 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:0
    Located here: Tup
    Notes: Dragonbreath Bow (6)

    Sanctum Card 1 - Blasphemy Demon:
    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 2:
    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 3:
    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 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:
    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 6:
    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.

    Sanctum Card 7:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    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


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    On his turn, Q flips Torag and uses Scrying to look ahead in the Occult Library for Monsters. There were none (Breath of Life, Verbovezzor ally, and Marksman's Bow were revealed). Location shuffled.

    He thinks it best to rest for now as he only has 2 armors on hand.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Stole of the Inheritor, Armor of Skulls, Blessing of Iomedae (ncd), Wand of Treasure Finding, Transmogrify, Amulet of the Abyss, Life Leech,

    Displayed: Sin Seeker,
    Deck: 7 Discard: 9 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.


    Reepazo displays Safety Bubble. She explores and finds a Mythic Glyph. She summons Ivory Templar and displays Armor of the sands for bug form

    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.

    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 Blancher and draw Gribbet
    Ivory Templar DC 20 combat: 1d12 + 3 + 2d6 + 4 + 1d6 ⇒ (8) + 3 + (1, 3) + 4 + (4) = 23 defeated

    Mythic Glyph DC 17 divine: 1d8 + 12 ⇒ (7) + 12 = 19 banished

    Reepazo uses gribbet to explore but really just wants to examine. So she encounters Holy Water but evades via Gribbet. Gribbet then lets her examine top 2 cards of deck
    1d8 + 1 ⇒ (3) + 1 = 4 Villain
    1d8 + 1 ⇒ (6) + 1 = 7 Celestial Armor

    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.

    Reepazo resets hand and ends turn

    Reepazo squished some bugs and wrote:

    Hand: Poog of Zarongel, Fly, BoPharasma, Limp Lash, Blancher, BotDemonQueen,

    Deck: 6 Discard: 5 Buried: 0, Displayed: Cloudburst, Armor of the Sands, Holy Javelin, Safety Bubble,
    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
    Prison Vault Card 1 (mythic glyph) banished.
    Evaded card 2 (holy water) and examined Card 4 (villain) and card 7 (celestial armor) as top cards of deck.
    Can we get Henchman Devestator (from villain fight) listed in "During this game"?


    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.

    Devastator:
    Devastator
    Henchman Monster 6

    Traits
    Construct
    Mythic

    Check
    Combat
    40

    Powers
    The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.
    While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

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

    Monster 2
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

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

    Monster 3
    Spoiler:
    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 4
    Spoiler:
    Dominion Scientist
    Monster 3

    Traits
    Aberration
    Sorcerer

    Check
    Combat
    21
    OR
    Knowledge
    15

    Powers
    Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Death by Pleasure
    Barrier 6

    Traits
    Obstacle
    Magic
    Mental

    Check
    Charisma
    Diplomacy
    Disable
    15

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

    Barrier 5
    Spoiler:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    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 2
    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 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:
    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:
    Demonbane Longsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

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

    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:
    Restore Mythic Power
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 3
    Spoiler:
    Protect
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

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

    Armor 2
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 3
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 4
    Spoiler:
    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 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:
    Chaos Stone
    Item 5

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Item 2
    Spoiler:
    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:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Item 4
    Spoiler:
    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:
    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:
    Merchant Lord
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

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

    Ally 3
    Spoiler:
    Eliandra
    Ally 6

    Traits
    Celestial
    Cleric

    Check
    Charisma
    Divine
    16

    Powers
    Bury this card to redeem a card that has the Corrupted trait.
    During any character's move step, you may give this card to any character.
    Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.

    Ally 4
    Spoiler:
    Dire Griffon
    Ally 6

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    15
    OR
    Combat
    30

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

    Ally 5
    Spoiler:
    Druid of the Leaf
    Ally 3

    Traits
    Human
    Druid
    Veteran

    Check
    Perception
    7
    OR
    Charisma
    Diplomacy
    9

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

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

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 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: 14 Reta/Hawkmoon269

    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: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Poog)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 2 (Turn 16 Qualzar Furryface)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 17 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 4 (Turn 18 Reta)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 19 Tup)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 20 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 21 Qualzar Furryface)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 8 (Turn 22 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 23 Reta)
    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 24 Tup)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 25 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 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 13 (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 14 (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 15 (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 16 (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

    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:2 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo
    Notes: Pure Holy Water
    Safety Bubble displayed

    Prison Vault Card 1 - Areelu Vorlesh:
    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 2 - Celestial Armor:
    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.

    Prison Vault Card 3:
    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.

    Prison Vault Card 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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.

    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:2 I:0 Al:2 Bl:0 ?:1

    Torture Chamber Card 1:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 2:
    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 3:
    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 4:
    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 5:
    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 6:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

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

    Torture Chamber 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.

    Torture Chamber Card 8:
    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 9:
    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 10:
    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.

    Cathederal of Chaos
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog

    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, Breath of Life, Verbovezzor, Marksman's Bow
    Safety Bubble displayed

    Occult Library Card 1:
    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 2:
    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 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:
    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:
    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:
    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.

    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:2 Ba:0 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:0
    Located here: Tup
    Notes: Dragonbreath Bow (6)

    Sanctum Card 1 - Blasphemy Demon:
    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 2:
    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 3:
    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 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:
    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 6:
    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.

    Sanctum Card 7:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    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


  • Reta's Hand Greatest Leader Ever!!

    Reta leaves the Middle of Nowhere.
    Lost hours: 1d4 ⇒ 1
    Only 1!
    The hour is now Inheritor (Iomedae).

    She heads back to the Abattior.

    Free exploration: Explosive Runes
    Come on....
    Summoning Ivory Templar.
    Planar Crossbow +2, Ophidian Armor, Belt of Physical Might, Searing Arrows (Lizard)
    Combat 20+5: 1d10 + 3 + 2 + 1d10 + 2 + 4 + 2 + 2 + 1d10 ⇒ (4) + 3 + 2 + (8) + 2 + 4 + 2 + 2 + (7) = 34
    Success
    Buring a charge here, Ophidian Armor, Belt of Physical Might
    Dexterity 10: 1d20 + 3 + 4 + 2 + 2 ⇒ (14) + 3 + 4 + 2 + 2 = 25
    Defeated

    Discard (recharge) Poog to explore: Traitor's Blade
    Not summoning Shadow Demon
    Ophidian Armor, Belt of Physical Might, Blessing of Lady Lastbreath
    Ranged 13+10=23: 1d10 + 3 + 2 + 3 + 2 + 2 + 2d10 ⇒ (3) + 3 + 2 + 3 + 2 + 2 + (10, 4) = 29
    Success
    Acquired

    Ending my turn.
    Discard Traitor's Blade (it will be a future bury to explore)

    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, Velociraptor, Blessing of Hadregash, Blessing of Old Deadeye
    Deck: 9 Discard: 3 Buried: 0 Displayed: 6
    Notes: Mythic Charges: 3/6 Reroll: Not used
    Slaying Bolts: Dragon, Mythic, Outsider, Demon

    Summary: Lost 1 hour. Moved back to Abattior. Banished card 1. Acquired card 2.


    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.

    Devastator:
    Devastator
    Henchman Monster 6

    Traits
    Construct
    Mythic

    Check
    Combat
    40

    Powers
    The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.
    While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

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

    Monster 3
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

    Monster 4
    Spoiler:
    Boar Demon
    Monster 6

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Monster 5
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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:
    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:
    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 4
    Spoiler:
    Mythic Glyph
    Barrier 4

    Traits
    Trap
    Magic
    Arcane
    Mythic

    Check
    Arcane
    Divine
    17
    OR
    Intelligence
    Knowledge
    Stealth
    14

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

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Demonbane Longsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 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:
    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 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:
    Master's Lash
    Weapon 6

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    Dexterity
    16

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

    Random Spells:
    Spell 1
    Spoiler:
    Hellmouth Lash
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Spell 2
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

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

    Spell 3
    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 4
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

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

    Spell 5
    Spoiler:
    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:
    Decemvirate Helm
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Recharge this card to ignore a non-villain monster's power that happens before you act.
    Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Pauldrons of Unflinching Fortitude
    Armor 5

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    13

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

    Armor 3
    Spoiler:
    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:
    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 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:
    Lymirin Discourses
    Item 2

    Traits
    Book
    Iomedae

    Check
    Wisdom
    Divine
    9

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

    Item 2
    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 3
    Spoiler:
    Horn of Assured Victory
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Item 4
    Spoiler:
    Chaos Stone
    Item 5

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Item 5
    Spoiler:
    Abyssal Traveler's Kit
    Item B

    Traits
    Tool

    Check
    Intelligence
    Knowledge
    7

    Powers
    Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

    Random Allies:
    Ally 1
    Spoiler:
    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 2
    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 3
    Spoiler:
    Mendevian Crusader
    Ally B

    Traits
    Human
    Soldier

    Check
    Divine
    9
    OR
    Charisma
    Diplomacy
    6

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

    Ally 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:
    Nocticula
    Ally 6

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Temptation

    Check
    Charisma
    Diplomacy
    20

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

    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 Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Xoveron
    Blessing 5

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 15 Tup/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Abraxas

    Top Blessing:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Qualzar Furryface)
    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 17 Reepazo)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 18 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 19 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 20 Poog)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 6 (Turn 21 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 7 (Turn 22 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 8 (Turn 23 Reta)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 24 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 25 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 26 Qualzar Furryface)
    Spoiler:
    Blessing of Xoveron
    Blessing 5

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessings Deck Card 12 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 28 Reta)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 29 Tup)
    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:2 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo
    Notes: Pure Holy Water
    Safety Bubble displayed

    Prison Vault Card 1 - Areelu Vorlesh:
    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 2 - Celestial Armor:
    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.

    Prison Vault Card 3:
    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.

    Prison Vault Card 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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.

    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:2 I:0 Al:2 Bl:0 ?:1

    Torture Chamber Card 1:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 2:
    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 3:
    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 4:
    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 5:
    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 6:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

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

    Torture Chamber 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.

    Torture Chamber Card 8:
    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 9:
    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 10:
    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.

    Cathederal of Chaos
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Poog

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

    Abattior 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.

    Abattior Card 2:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 3:
    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 4:
    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 5:
    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, Breath of Life, Verbovezzor, Marksman's Bow
    Safety Bubble displayed

    Occult Library Card 1:
    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 2:
    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 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:
    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:
    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:
    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.

    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:2 Ba:0 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:0
    Located here: Tup
    Notes: Dragonbreath Bow (6)

    Sanctum Card 1 - Blasphemy Demon:
    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 2:
    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 3:
    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 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:
    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 6:
    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.

    Sanctum Card 7:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

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


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

    Tup Channels a Gift and remembers how to cast Death's Touch.
    recharge: 1d12 + 11 + 1d4 ⇒ (8) + 11 + (2) = 21

    He also casts a spell that makes a bunch of cannons pop up.

    Then he goes after that Blast-feema demony-guy. Exploring Blasphemy Demon, not summoning the Ivory Templar. I'm going to banish Blessing of Lamashtu to use my combat power, so that I can replace it at the end of the scenario.
    Combat 21+10=31: 1d12 + 11 + 1d8 + 1 + 1d6 + 1 + 1d6 + 1d4 ⇒ (8) + 11 + (3) + 1 + (1) + 1 + (4) + (4) = 33

    Tup kills the demony-guy and laughs at him.

    Tup's buddy the raptor goes and looks around. He finds Tup an armor. Tup shrugs and ignores it. Bastion of the Inheritor banished.

    recharge Arcane Cannonade: 1d12 + 11 + 1d4 ⇒ (11) + 11 + (3) = 25 Recharged.

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Pheonix Cloak, Staff of Dark Flame, Death's Touch, Magnetic Grimoire, Twisted Space, Autumn Witch, Deliverance,

    Displayed: Safety Bubble, Create Mindscape,
    Deck: 8 Discard: 4 Buried: 1
    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.


    Poog has a corrupted blessing. One of those is needed over at the Sanctum! Even Poog (but maybe not Tup) can make this plan work!

    First, he sets fire to a scroll of Sacred Weapon, cause nobody wants that.

    Then the All Seeing Eye leads him to...
    Force Sling +3 OR Mandragora OR...
    what's behind door #3: Terraform!

    Poog remembers that spell, it was fun. First, he kills the Shadow Demon guarding it:
    Combat 20: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 ⇒ (8) + 5 + 6 + (2) + 3 + (5) + 1 = 30
    then seizes the spell Divine 13: 1d10 + 4 + 6 + 1d4 ⇒ (5) + 4 + 6 + (4) = 19
    "God-Poog ready to remake planet now! Whatever planet is."

    Achaekek to go again: Dragonbreath Bow BURNS.

    Dogfinder is a yummy snack! Cards: 1d4 + 1 ⇒ (3) + 1 = 4
    New Hand: Hand: Animalbane Horsechopper +3, Blessing of Shax, Blessing of Bark Breaker, Sand Elemental, Winds of Vengeance, Blessing of Achaekek, Grizzled Mercenary, Blessing of the All Seeing Eye, Helm of Electric Radiance,

    Achaekek to explore again: Shadow Demon guarding a Force Sling +3
    Combat 20: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 ⇒ (1) + 5 + 6 + (9) + 3 + (6) + 1 = 31
    Tup sets Poog on Fire, cause Fire is great! Zarongel the Bark Breaker agrees!
    Dex 10: 1d4 + 4 + 1d6 + 1 + 2d4 + 1d8 ⇒ (1) + 4 + (5) + 1 + (4, 4) + (4) = 23

    Grizzled Mercenary to explore the last card. Murder a Mandragora, ignoring the antipaladin:
    Combat 21: 1d8 + 5 + 1d10 + 3 + 1d6 + 1 ⇒ (4) + 5 + (8) + 3 + (2) + 1 = 23

    Banish Shax to close. Bury Force Sling to move to Molten Pool.

    All Seeing Eye to go again! Stringy Fiend protected by an antipaladin. Murder the paladin: Combat 20: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 ⇒ (8) + 5 + 6 + (5) + 3 + (6) + 1 = 34
    Then Stringy Fiend tries to pull Who?: 1d4 ⇒ 3Reta over.
    She basically can choose to come over (Dex) or not (Acro), as she sees fit.

    Now murder the Fiend. He'll take a blessing from Qualzar on this:
    Combat 33: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 + 1d8 ⇒ (2) + 5 + 6 + (8) + 3 + (6) + 1 + (3) = 34

    For the close, there is a flood of 7 Fire damage, but God-Poog is immune to such mundane damage. At least between Winds of Vengeance, Helm of Electric Radiance, and a Sand Elemental.

    He'll use the Winds to fly to the Abattoir.
    Recharge 18: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18

    Poog

    Hand: Animalbane Horsechopper +3, Terraform, Autumn Witch, Breath of Life, Blessing of Zarongel, Steal Soul, Iron Flask,
    Deck: 11 Discard: 3 Buried: 4
    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


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

    Tup sends Deliverance over to Poog, already on fire, to set Poog on fire too.
    Recharge Deliverance to add +4 to Poog's check and deal 1d4-4 Fire damage to him.


    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.

    Devastator:
    Devastator
    Henchman Monster 6

    Traits
    Construct
    Mythic

    Check
    Combat
    40

    Powers
    The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.
    While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Boar Demon
    Monster 6

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Monster 2
    Spoiler:
    Dominion Scientist
    Monster 3

    Traits
    Aberration
    Sorcerer

    Check
    Combat
    21
    OR
    Knowledge
    15

    Powers
    Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

    Monster 3
    Spoiler:
    Wrecker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

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

    Monster 4
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Monster 5
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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 2
    Spoiler:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

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

    Weapon 2
    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 3
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 4
    Spoiler:
    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 5
    Spoiler:
    Master's Lash
    Weapon 6

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    Dexterity
    16

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

    Random Spells:
    Spell 1
    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 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:
    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:
    Refuge
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    13
    OR
    Wisdom
    Divine
    9

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

    Spell 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 2
    Spoiler:
    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 3
    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 4
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Armor 5
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    Spoiler:
    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 2
    Spoiler:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Item 3
    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 4
    Spoiler:
    Torc of the Heavens
    Item 5

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    13

    Powers
    Put this card on top of your deck to add your number of mythic charges to your Charisma check.
    On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
    Bury this card to draw 1 random non-Basic blessing from the box.

    Item 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:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Ally 2
    Spoiler:
    Dire Griffon
    Ally 6

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    15
    OR
    Combat
    30

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

    Ally 3
    Spoiler:
    Dire Griffon
    Ally 6

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    15
    OR
    Combat
    30

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

    Ally 4
    Spoiler:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Eliandra
    Ally 6

    Traits
    Celestial
    Cleric

    Check
    Charisma
    Divine
    16

    Powers
    Bury this card to redeem a card that has the Corrupted trait.
    During any character's move step, you may give this card to any character.
    Display this card to explore your location. At the end of your turn, you may choose any number as your hand size, then bury this card.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Turn: 17 Qualzar Furryface/yamasaki

    Top of Blessing Discard Pile: Blessing of Shelyn

    Top Blessing:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Reta)
    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 19 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 20 Poog)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 4 (Turn 21 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 22 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 6 (Turn 23 Reta)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 24 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 25 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 26 Qualzar Furryface)
    Spoiler:
    Blessing of Xoveron
    Blessing 5

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 27 Reepazo)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 28 Reta)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 29 Tup)
    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:2 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo
    Notes: Pure Holy Water
    Safety Bubble displayed

    Prison Vault Card 1 - Areelu Vorlesh:
    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 2 - Celestial Armor:
    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.

    Prison Vault Card 3:
    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.

    Prison Vault Card 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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.

    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:2 I:0 Al:2 Bl:0 ?:1

    Torture Chamber Card 1:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Torture Chamber Card 2:
    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 3:
    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 4:
    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 5:
    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 6:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

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

    Torture Chamber 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.

    Torture Chamber Card 8:
    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 9:
    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 10:
    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.

    Cathederal of Chaos
    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

    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:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta, Poog,

    Abattior 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.

    Abattior Card 2:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Abattior Card 3:
    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 4:
    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 5:
    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, Breath of Life, Verbovezzor, Marksman's Bow
    Safety Bubble displayed

    Occult Library Card 1:
    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 2:
    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 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:
    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:
    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:
    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.

    Molten Pool
    At This Location: At the start of your turn, you are dealt 1 Fire damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

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


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    Q used Blessing of Iomedae to help Poog, and heals Scrying and Force Sling +3.

    On his turn, Qualzar flips Blessing of Shelyn and sees a Marksman's Bow -- and its Ivory Templar guardian. "How convenient! I can suck your life out to reinvigorate myself!" Combat 20 using Life Leech: 1d10 + 7 + 2d4 ⇒ (10) + 7 + (3, 4) = 24 Templar writhes to dust and Q heals 1d4 + 1 ⇒ (3) + 1 = 4 (random cards: BoIomedae, BoAbadar, Bear, and Fortune Teller).

    He now turns his attention to the bow, and decides it's not worth it (autofail check; banished).

    Bored, he rests and ends his turn.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Stole of the Inheritor, Armor of Skulls, Wand of Treasure Finding, Transmogrify, Amulet of the Abyss, Vestments of False Faith, Blessing of Droskar,

    Displayed: Sin Seeker,
    Deck: 12 Discard: 4 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.


    Reepazo buries Poog to heal.
    Heal self: 1d4 ⇒ 4 Heals BoAbraxas1, boAchaekek, Talisman of True Faith, gribbet.

    reset hand and end turn

    Reepazo squished some bugs and wrote:

    Hand: BoZarongel, Fly, BoPharasma, Limp Lash, Blancher, BotDemonQueen,

    Deck: 9 Discard: 1 Buried: 1, Displayed: Cloudburst, Armor of the Sands, Holy Javelin, Safety Bubble,
    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

    So strategy wise. I plan to fight villain on my next turn. I'm not sure how worth it it will be to explore since the henchmen are Stingy Fiends which have "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 we run into that I have my Fly still so I could move back, but if someone else got moved it could be bad and we'd have to wait another round for everyone to get in position.

    Reta - Move to Prison Vault and prepare for villain fight with me
    Tup - Move to Abattior and prepare to temp close
    Poog - Moves to Torture Chamber and prepared to Terraform it.
    Qualzar - stays at Occult Library and prepared to temp close.

    All - After the temp closes check the villain a random other character will fight the Devestator. This is why I think reta should be fighting villain with me because worse case scenario, if whomever is helping with villain also has to fight Devestator, I think Reta will be better prepared to handle it over Tup due to the immunities and not being able to use mythic charges.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Q autocloses the Occult Library on Knowledge 6, assuming he doesn't get moved.


    Reta's Hand Greatest Leader Ever!!

    Reta lets Reepazo think she is in charge and moves to the Prison Vault.

    She ends her 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, Velociraptor, Blessing of Hadregash, Blessing of Old Deadeye
    Deck: 9 Discard: 3 Buried: 0 Displayed: 6
    Notes: Mythic Charges: 3/6 Reroll: Not used
    Slaying Bolts: Dragon, Mythic, Outsider, Demon


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

    Tup looks at Reepazo confusedly. "So... you want Tup to go to the Abby-toy-er? But there only weapons there. This stupid plan! Tup will go there just so you can see how stupid your plan is and then burnify you."

    Tup moves to the Abattoir to temp-close when needed.


    "Torture Chamber sounds fun. Hopefully some demons waiting for Poog to torture them."

    Head there, then explore.

    Poog finds a Gargoyle. At first the Gargoyle thinks its stony skin will protect it from torture, but it is proven tragically wrong as Poog casually chops it to bits, then steals its soul for later play.
    Combat 14+10: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 ⇒ (7) + 5 + 6 + (5) + 3 + (6) + 1 = 33

    "Okay, this Poog's Torture Chamber now."

    Clearing hand out a little to look for some more blessings.

    Poog heals Reepazo, since she's trailing some bugs and is about to face a big bad demon. Cards: 1d4 + 1 ⇒ (4) + 1 = 5
    Recharge: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18

    Poog puts his new Iron Flask on the mantle of his new Torture Chamber. He adds the Gargoyle's skull next to it. "Now this classy place."

    He then directs his Autumn Witch to use her broom to clean up the rest of the bits of the gargoyle.

    Poog

    Hand: Animalbane Horsechopper +3, Terraform, Blessing of Zarongel, Divine Blaze, Samisen of Oracular Vision, Wand of Flying, Limp Lash,
    Deck: 7 Discard: 5 Buried: 4
    Displayed: God of Goblin Leaders, Steal Soul,
    Notes: Mythic Charges: 6.

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

    Hand Size 5 ■6 ■7

    Proficient with Light Armors and Weapons

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

    3 of my next 4 cards are blessings. Bad shuffle!


    Reepazo starts turn 23 and flips BoAbraxas

    Reepazo encounters villain. Need temp closes
    Poog terraforms the torture chamber
    Q auto- closes his location.
    Need Tup to fight Brimorak

    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.

    After temp closes:

    BYA Devestator random other character: 1d4 ⇒ 2Reta must fight Devestator
    Devastator
    Spoiler:
    Devastator
    Henchman Monster 6
    Traits
    Construct
    Mythic

    Check
    Combat
    40

    Powers
    The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.
    While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.

    display fly for bug form. Use bopharasma for divine check
    Divine 16: 2d8 + 12 ⇒ (3, 1) + 12 = 16 add 10 to checks

    Reepazo uses Limp Lash and BoZarongel and 6 mythic charges (3d8+12+3d6+10 before mythic)
    Villain 45 Combat: 6d20 + 12 + 10 ⇒ (4, 15, 6, 1, 15, 17) + 12 + 10 = 80 success. draw armor of the sands from bug form.
    Limp Lash DC 14 arcane: 1d8 + 6 ⇒ (1) + 6 = 7

    If reta can take on villain, then I offer BotDemonQueen for 3 dice

    If Reta is unable to take the second check due to Devestator then i will do it

    Spoiler:
    Reepazo uses Blancher (discard blancher). Check now invokes Vermin, and Reepazo draws Gribbet (from invoking vermin feat). Reveal Reformarium servant and discard armor of the sands to add 1d4. and BotDemonQueen.
    Villain DC 50 combat: 4d12 + 3 + 4d6 + 4 + 1d6 + 1d4 + 10 ⇒ (10, 3, 9, 8) + 3 + (4, 1, 5, 2) + 4 + (4) + (4) + 10 = 67

    Reepazo takes 1d4 ⇒ 2 2 mental damage that cannot be reduced. Discards reformarium servant and now has empty hand.

    On closing Reepazo draws any boons left in the location.
    Armor 3,
    Weapon 3
    Item 6
    Item 3
    Spell 4


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

    Tup sees a Brimorak coming at him and shoots a spell at him. I cast Death's Touch on it, also using my Staff of Dark Flame to reduce the difficulty by 1d6+1, and recharge Autumn Witch for a die.

    reduce: 1d6 + 1 ⇒ (1) + 1 = 2
    Combat 24-2=22: 1d12 + 11 + 2d8 + 1d12 ⇒ (1) + 11 + (7, 3) + (10) = 32 Defeated.


    Reta's Hand Greatest Leader Ever!!

    Devastator

    Planar Crossbow+2, Belt of Physical Might, Ophidian Armor, Blessing of Hadregash (Velociraptor), Slaying Bolts (Starbow), Reepazo's Pharasma, Q's Droskar
    Combat 40: 1d10 + 3 + 2 + 3 + 1d10 + 2 + 2 + 2 + 2d10 + 1d8 + 1d10 + 1d10 ⇒ (9) + 3 + 2 + 3 + (5) + 2 + 2 + 2 + (2, 4) + (1) + (8) + (8) = 51
    Success
    Defeated
    Gain 1 charge

    Then the second check on the villain.

    Planar Crossbow +2 (discard), Belt of Physical Might, Ophidian Armor, Blessing of Old Deadeye, Searing Arrows (Ophidian Armor), Wonder Twins (Belt of Physical Might), 4 charges, Poog's Zarongel, Reepazo's Demon Queen
    Combat 50: 1d20 + 3 + 2 + 4 + 1d20 + 2 + 1d8 + 2 + 2 + 1d20 + 1d20 + 1d8 + 2d10 + 1d8 + 3d10 ⇒ (4) + 3 + 2 + 4 + (14) + 2 + (2) + 2 + 2 + (10) + (13) + (6) + (4, 5) + (7) + (1, 5, 2) = 88
    Success
    Defeated

    We win


    DEVELOPMENT:
    Undarin is yours! Areelu has fled, teleporting to Threshold for a last stand. You can sack her city, free her slaves (or make them your slaves!), and end the demonic conquest of the Wounded Lands. Now they only control the city of Iz and the lands around the Threshold.

    You should be warned: That may be enough. If you can’t close the rift on your side while the heroes in the Abyss close it on theirs, the hordes of the Abyss will come rampaging through. All the victories you have won over the past few months will be undone as the rest of the world falls to the Abyss. You must succeed at the rift. No big deal.

    Your army is tired, but you probably won't need them anyways. Threshold is within your sights.

    SCENARIO REWARD:
    Each character chooses a boon of a type other than loot from the box.
    You may redeem 1 loot card listed on the Redemption card that a reward allows you to temporarily add to your deck. (Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.)
    Each character gains a medal on the troop Champions of Mendev. (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

    TIER REWARD:
    Each character that has completed their fourth scenario at their current tier gains a card feat.

    ACQUIRED CARDS:
    Type Adv_Deck_Num Card
    Weapon 6 Force Sling +3
    Weapon 5 Traitor's Blade
    Spell 6 Meteor Swarm
    Spell 4 Terraform
    Spell 6 Winds of Vengeance
    Armor 2 Spiny Shield
    Item 6 Iron Flask
    Item 1 Manual of War
    Ally B Grizzled Mercenary
    Blessing C Blessing of Shax


    Tup's Spell: Steal Soul (3)


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

    Spell 6: 1d1000 ⇒ 868

    Choosing an Item 6 from my box for Goblin Fire Drum, and replacing a banished blessing with Blessing of the Neverfull (4). Choosing Mythic Dexterity for my medal.


    Weapon 6: 1d1000 ⇒ 449
    Spell 6: 1d1000 ⇒ 678


    Reta's Hand Greatest Leader Ever!!

    Item for my card feat. I'll be short an item, so I'll get Beneficial Bandolier.

    I'll choose Force Sling +3 for the scenario reward. Dropping Force Shortbow +1.

    Please pick some medal i don't have yet.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Will take Blessing (Pharasma) as card feat (6). Will take Dominate (Spell 6) as the card reward. Will try for another Spell 6: 1d1000 ⇒ 809. Strength medal.


    1-6E: RIFTS GAPING WIDE
    Your army is battling at the gates of the Abyss. Everything that the demon lord Deskari can throw at you, he will throw at you. In fact, he is throwing himself at you.

    The fiendish witch Areelu Vorlesh has fled from her stronghold at Undarin to the Threshold, the site of the gaping slash in the world. Queen Galfrey II has ordered you to this point of no return, hoping you can rendezvous with another team of mythic heroes she dispatched into the Abyss. There are two rifts that must be attended to: one in your world and one in the Abyss.

    On the other side, your counterparts are flinging the Lexicon of Paradox into the rift. On your side, you must defeat Areelu’s accomplices in building the Worldwound. The treacherous Areelu betrayed these accomplices, and now she is directing them against you. One is the wizard Wivver Noclan, now a half-mad, barely intelligent fleshwarped creature. The other is the summoner known as God Caller Opon.

    How did he get that name? The presence of Deskari himself might indicate the answer. Areelu is forcing the God Caller to call Deskari to your side of the rift. You will have to beat him back to the Abyss before the rift is closed.

    This is the final battle for the Worldwound. Unholy armies are ready to desperately charge across the battlefield, hurling themselves at heroes with reckless abandon. The fate of the world hangs in the balance. If you win, the rift will close and the world will be healed. If you fail, the rift will burst open and the entire population of the Abyss will be unleashed on Golarion.

    You're starting to get bored with all this 'worldwound' business. Let's just get it over with already.

    VILLAIN:
    NONE
    HENCHMEN:
    NONE
    LOCATIONS:
    1-6 GATE OF THE WORLDWOUND
    1-6 RASPING RIFTS

    DURING THIS SCENARIO:

  • Display the troop Champions of Mendev.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.


  • 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.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.
  • Gates of the Worldwound front: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always open. Expend 1d4 mythic charges to flip this card.
  • Gates of the Worldwound back: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always temporarily closed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blessing Stack: 18
    Deskari:
    Deskari
    Villain Monster 6

    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

    Powers
    Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
    Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
    If undefeated, you die.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Apocalypse Locust
    Monster 6

    Traits
    Outsider
    Vermin
    Mythic

    Check
    Combat
    24
    OR
    Wisdom
    Divine
    18

    Powers
    The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
    Before you act, each other character at your location summons and encounters an Apocalypse Locust.

    Monster 2
    Spoiler:
    Demon Eater
    Monster 3

    Traits
    Outsider

    Check
    Combat
    21

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

    Monster 3
    Spoiler:
    Elder Fire Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    33

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

    Monster 4
    Spoiler:
    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 5
    Spoiler:
    Boar Demon
    Monster 6

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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:
    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 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:
    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:
    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 3
    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 4
    Spoiler:
    Traitor's Blade
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    13

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

    Weapon 5
    Spoiler:
    Planar Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Death's Touch
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 3
    Spoiler:
    Restore Mythic Power
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 4
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

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

    Spell 5
    Spoiler:
    Consecrate
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    8

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

    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:
    Horns of Naraga
    Armor 6

    Traits
    Light Armor
    Magic
    Corrupted
    Mythic

    Check
    Constitution
    Fortitude
    16

    Powers
    When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
    Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    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:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    Spoiler:
    Lymirin Discourses
    Item 2

    Traits
    Book
    Iomedae

    Check
    Wisdom
    Divine
    9

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

    Item 2
    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 3
    Spoiler:
    Swarmlord's Jar
    Item 3

    Traits
    Object
    Magic

    Check
    Arcane
    Divine
    Craft
    9

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

    Item 4
    Spoiler:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    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:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    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 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:
    Raconteur
    Ally B

    Traits
    Gnome
    Bard

    Check
    Charisma
    Diplomacy
    5

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

    Ally 5
    Spoiler:
    Suurlahetas
    Ally 5

    Traits
    Outsider
    Devil

    Check
    None
    0

    Powers
    To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
    Discard this card to add 2d6 and the Fire trait to your combat check.
    Banish this card to search a location deck for a boon and add it to your hand.

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Turn: 1 Reepazo/Redeux

    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: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Reta)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 Tup)
    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 3 (Turn 4 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 4 (Turn 5 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 6 Reepazo)
    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.

    Blessings Deck Card 6 (Turn 7 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 8 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 9 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 11 Reepazo)
    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 12 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.

    Gate of the Worldwound
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M:3 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2

    Gate of the Worldwound Card 1:
    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.

    Gate of the Worldwound Card 2:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

    Powers
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.

    Gate of the Worldwound Card 3:
    Wivver Noclan
    Henchman Monster 6

    Traits
    Aberration
    Wizard

    Check
    See Below

    Powers
    Before you act, each character summons and encounters a random monster.
    You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

    Gate of the Worldwound Card 4:
    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.

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 6:
    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.

    Gate of the Worldwound Card 7:
    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.

    Gate of the Worldwound Card 8:
    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.

    Gate of the Worldwound Card 9:
    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.

    Gate of the Worldwound Card 10:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 11:
    God Caller Opon
    Henchman Monster 6

    Traits
    Ghost
    Summoner

    Check
    Arcane
    Divine
    Knowledge
    25
    OR
    Combat
    40

    Powers
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

    The Rasping Rifts
    Traits: Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be losed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M:5 Ba:5 W:5 Sp:5 Ar:5 I:0 Al:0 Bl:0 ?:10

    The Rasping Rifts Card 1:
    Pauldrons of Unflinching Fortitude
    Armor 5

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    13

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

    The Rasping Rifts Card 2:
    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.

    The Rasping Rifts Card 3:
    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.

    The Rasping Rifts Card 4:
    Demon Armor
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    The Rasping Rifts Card 5:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

    Powers
    The Spite Demon is immune to the Electricity and Poison traits.
    Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

    The Rasping Rifts Card 6:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 7:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 8:
    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.

    The Rasping Rifts Card 9:
    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.

    The Rasping Rifts Card 10:
    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.

    The Rasping Rifts Card 11:
    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.

    The Rasping Rifts Card 12:
    Infinite Rod
    Weapon 6

    Traits
    Club
    Melee
    Magic

    Check
    Strength
    Melee
    13
    OR
    Arcane
    Divine
    15

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

    The Rasping Rifts Card 13:
    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.

    The Rasping Rifts Card 14:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 15:
    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.

    The Rasping Rifts Card 16:
    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.

    The Rasping Rifts Card 17:
    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.

    The Rasping Rifts Card 18:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 19:
    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.

    The Rasping Rifts Card 20:
    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.

    The Rasping Rifts Card 21:
    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.

    The Rasping Rifts Card 22:
    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.

    The Rasping Rifts Card 23:
    Lend Mythic Path
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    The Rasping Rifts Card 24:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    The Rasping Rifts Card 25:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

    Powers
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    The Rasping Rifts Card 26:
    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.

    The Rasping Rifts Card 27:
    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.

    The Rasping Rifts Card 28:
    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.

    The Rasping Rifts Card 29:
    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.

    The Rasping Rifts Card 30:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    The Rasping Rifts Card 31:
    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.

    The Rasping Rifts Card 32:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 33:
    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.

    The Rasping Rifts Card 34:
    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.

    The Rasping Rifts Card 35:
    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.


  • Reta's Hand Greatest Leader Ever!!

    Reta will start where Reepazo plans to be. Reta suggests that be The Rasping Rifts.

    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, Beneficial Bandolier, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Blessing of Old Deadeye, Blessing of Shizuru
    Deck: 14 Discard: 0 Buried: 0 Displayed: 1
    Notes: Mythic Charges: 3/6 Reroll: Not used

    I'll immediately play my Beneficial Bandolier to get both my ammo cards in hand and then displayed.


    Reepazo starts at Rasping Rifts

    Reepazo squished some bugs and wrote:

    Hand: Wand of Flying, Talisman of True Faith, Breath of Life, BoAbraxas 2, Limp Lash, BoZarongel,

    Deck: 15 Discard: 0 Buried: 0, Displayed:
    Notes:
    Bugform Active: Y, Mythic Charges: 0, 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 +0 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom +2
    CHARISMA d6 +0 []+1 []+2
    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

    She explores and encounters Pauldrons of Unflinching Fortitude

    Pauldrons of Unflinching Fortitude:

    Armor 5
    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    13

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

    Display Breath of Life for Bug form. Then her check invokes vermin trait, she draws a card (poog of Zarongel) and she adds 1d6
    Pauldrons DC 13 con: 1d12 + 1d6 ⇒ (7) + (1) = 8 banished

    Discard poog to explore. Encounter Spellbreaker

    Spellbreaker:
    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.

    display boAbraxas for bug form. use talisman of true faith to copy BoDeskari.
    Spellbreaker DC 16 divine: 1d8 + 12 + 2d8 + 6 ⇒ (3) + 12 + (1, 6) + 6 = 28 acquired

    Use Wand of Flying to examine top card of both locations. she does not move

    rifts - Rallying Cry
    gate- Spiked Pit Trap

    reset hand and end turn. Drew Safety Bubble and display it at rifts at first available chance

    remaining hand is:

    Reepazo squished some bugs and wrote:

    Hand: Holy Javelin, Reformarium Servant, Spellbreaker (acquired), Limp Lash, BoZarongel,

    Deck: 12 Discard: 2 Buried: 0, Displayed: Breath of Life, BoAbraxas 2, Safety Bubble,
    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

    TLDR
    banished rifts card 1 (armor 5), acquired rifts card 2 (spellbreaker). Examined top card of both locations. displayed safety bubble.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Rasping Rifts for Q.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Isiem, Good Omen, Vestments of False Faith, Dominate, Blessing of Droskar, Fortune Teller, Stole of the Inheritor,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes:
    Mythic Charges: 6 Die Bumps: 1 Reroll Available: Y

    Skills and Powers:
    SKILLS

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

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

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


    Poog

    Hand: Blessing of Zarongel, Samisen of Oracular Vision, Cleric of Nethys, Animalbane Horsechopper +3, Breath of Life, Dawnflower's Kiss, Blessing of Qi Zhong,
    Deck: 14 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


    Reta's Hand Greatest Leader Ever!!

    The hour is ascendant.

    Reta rallies her armies.
    Free exploration: Rallying Cry


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

    Tup start at Raspy Rifts.

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Death's Touch, Create Mindscape, Goblin Fire Drum, Magnetic Grimoire, Blessing of the Boss, Staff of Dark Flame, Repulsion, Deliverance,

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

    Skills and Powers:
    SKILLS

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

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


    Reta's Random Ally:
    Mendevian Crusader
    Ally B

    Traits
    Human
    Soldier

    Check
    Divine
    9
    OR
    Charisma
    Diplomacy
    6

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

    Tup's Random Ally:
    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.

    Poog's Random Ally:
    Raconteur
    Ally B

    Traits
    Gnome
    Bard

    Check
    Charisma
    Diplomacy
    5

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

    Qualzar's Random Ally:
    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.

    Reepazo's Random Ally:
    Druid of the Leaf
    Ally 3

    Traits
    Human
    Druid
    Veteran

    Check
    Perception
    7
    OR
    Charisma
    Diplomacy
    9

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


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Qualzar's default Charisma charms the Merchant Lord automatically.


    Poog's intimidating presence frightens the Raconteur into immediate obeisance.


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

    Tup just smiles at the Demon Hunter and she falls hopelessly in love with him.

    Tup also walks over to Reta's friend the Mendevian Crusaer. "You go with this gob, she pretty good gob. She no get you killed, unless you need killing." Then he pulls out a crazy-looking drum and starts beating on it in the most soothing rhythm ever heard on Golarion.
    Recharging Staff of Dark Flame to give Reta +4 and Fire to her acquire check, then displaying Goblin Fire Drum so that Reta can recharge a card to add 1d12 as well.

    Finally, Tup walks over to the Druid of the Leaf. "If you go with this gob, I won't burn you, and you is a leaf so you sure don't want to burns, right?" He demonstrates by setting Reepazo herself on fire.
    Recharging my Magnetic Grimoire to add +4 to Reep's acquire check as well.


    "Tup why you carry book 'round?" Here Leafy guy, maybe you like book?"

    Reepazo auto-acquires Druid of leaf with d6+6+4


    Reta's Hand Greatest Leader Ever!!

    Instead of the drums, Tup reveals hisMagnetic Grimoire.
    Charisma 6: 1d4 + 1d12 + 4 ⇒ (3) + (7) + 4 = 14
    Success

    For Reepazo he recharges his dumb sheep.

    Everyone got their allies.

    Discard (recharge) Mendevian Crusader to explore: Demon Armor
    The armor looks nice, but probably not worth Reta's efforts.

    Discard Blessing of Old Deadeye to explore: Spite Demon
    Reta sees a demon that wants to sacrifice itself to the her cause.
    BYA: 1d6 ⇒ 6 No servitor demon.
    Planar Crossbow +2, Old Deadeye
    Combat 22: 1d10 + 3 + 2 + 2 + 6 + 1d8 + 1d8 ⇒ (4) + 3 + 2 + 2 + 6 + (5) + (6) = 28
    Success
    Defeated
    To my bolts.

    Bury Beneficial Bandolier from my discard pile to examine: Rift Demon. Explore.
    BYA Random Character Alphabetically: 1d5 ⇒ 4 Reta!
    Planar Crossbow +2, Mighty Gugmuff XXXII (Planar Crossbow +2), Searing Arrows (Blessing of Lady Lastbreath)
    Combat 35: 1d10 + 3 + 2 + 6 + 1d10 + 2 + 1d4 + 5 + 1d10 ⇒ (5) + 3 + 2 + 6 + (9) + 2 + (3) + 5 + (4) = 39
    Success
    Reroll 35: 1d10 + 3 + 2 + 6 + 1d10 + 2 + 1d4 + 5 + 1d10 ⇒ (9) + 3 + 2 + 6 + (7) + 2 + (3) + 5 + (5) = 42
    Defeated
    Gain a charge.
    Planar Crossbow +2, Blessing of Shizuru, burn 1 charge
    Combat 30: 1d20 + 3 + 2 + 7 + 1d10 + 2 + 2d10 ⇒ (10) + 3 + 2 + 7 + (10) + 2 + (4, 10) = 48
    Success
    Defeated
    To 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: Houndhacker, Planar Crossbow +2, Pot Helm, Lizard, Swiftshooter, Blessing of the Inheritor
    Deck: 12 Discard: 1 Buried: 1 Displayed: 5
    Notes: Mythic Charges: 6/6 Reroll: Not used
    Slaying Bolts: Outsider, Demon, Mythic.

    If no one gives me a card, I'll draw 1 more.

    Summary: Banish card 4. Cards 5 and 6 defeated and on my bolts.


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

    Tup sets things on fire to flush out some stuff to kill. He finds a Rifty Demony guy.
    random character: 1d5 ⇒ 3 -> Reepazo fights the Servitor demon. I play Death's Touch on the henchman, dropping a mythic point cuz I'll gain one. I also have to recharge a card, which will be Repulsion.
    Combat 30: 1d20 + 11 + 3d6 + 3 + 1d4 ⇒ (1) + 11 + (4, 3, 5) + 3 + (4) = 31 Oof, 1 on a d20, that's dickish. But I still succeed.
    recharge: 1d12 + 11 ⇒ (4) + 11 = 15 Recharged.

    Tup's new Demon Hunter friend looks around to find the stinky Cultist. Have to banish my Blessing of the Boss to fight him.
    Combat 10+12=22: 1d20 + 11 + 1d8 + 1 + 1d6 + 1 ⇒ (17) + 11 + (7) + 1 + (3) + 1 = 40 Defeated. I also display my drums.

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Cloudburst, Channel the Gift, Velociraptor, Magnetic Grimoire, Wand of Flying, Ice Chemist, Limp Lash,

    Displayed: Create Mindscape, Goblin Fire Drum,
    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 or Ranged: Dexterity +5 until the end of the turn.


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

    Redeemed Cards:

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

    Fasciculus Labyrinthum
    Loot Item 4
    Traits
    Book
    Magic
    Corrupted
    Powers
    Reveal this card to add 2d4 to your check against a bane that has the Minotaur trait.
    Discard this card to ignore any effect that would move you to a random location.
    After playing this card, if it does not have the Corrupted trait, succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.


    During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    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.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.
  • Gates of the Worldwound front: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always open. Expend 1d4 mythic charges to flip this card.
  • Gates of the Worldwound back: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always temporarily closed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blessing Stack: 18
    Deskari:
    Deskari
    Villain Monster 6

    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

    Powers
    Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
    Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
    If undefeated, you die.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

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

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

    Monster 2
    Spoiler:
    Slimy Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    22

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

    Monster 3
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Monster 5
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    Barrier 2
    Spoiler:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 5
    Spoiler:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    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 3
    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 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:
    Force Sling +3
    Weapon 6

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Dismissal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Spell 3
    Spoiler:
    Refuge
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    13
    OR
    Wisdom
    Divine
    9

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

    Spell 4
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 5
    Spoiler:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 2
    Spoiler:
    Horns of Naraga
    Armor 6

    Traits
    Light Armor
    Magic
    Corrupted
    Mythic

    Check
    Constitution
    Fortitude
    16

    Powers
    When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
    Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    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 4
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 5
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Random Items:
    Item 1
    Spoiler:
    Lymirin Discourses
    Item 2

    Traits
    Book
    Iomedae

    Check
    Wisdom
    Divine
    9

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

    Item 2
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 3
    Spoiler:
    Belt of Charging
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    11

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

    Item 4
    Spoiler:
    Demon Hunter's Handbook
    Item B

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Item 5
    Spoiler:
    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:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Ally 2
    Spoiler:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Ally 3
    Spoiler:
    Chevalier
    Ally 6

    Traits
    Halfling
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d4 to your Melee combat check.
    Bury this card to reduce damage dealt to you to 0.

    Ally 4
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Fortune-Teller
    Ally 1

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

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

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

    Traits
    Divine
    Shax
    Corrupted

    Check
    Combat
    9
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessing 3
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 4 Poog/Keith Richmond

    Top of Blessing Discard Pile: Blessing of Baphomet

    Top Blessing:
    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 Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 6 Reepazo)
    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.

    Blessings Deck Card 3 (Turn 7 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 8 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 9 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 10 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 7 (Turn 11 Reepazo)
    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 12 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.

    Gate of the Worldwound
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M:3 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2

    Gate of the Worldwound Card 1 - Spiked Pit Trap:
    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.

    Gate of the Worldwound Card 2:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

    Powers
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.

    Gate of the Worldwound Card 3:
    Wivver Noclan
    Henchman Monster 6

    Traits
    Aberration
    Wizard

    Check
    See Below

    Powers
    Before you act, each character summons and encounters a random monster.
    You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

    Gate of the Worldwound Card 4:
    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.

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 6:
    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.

    Gate of the Worldwound Card 7:
    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.

    Gate of the Worldwound Card 8:
    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.

    Gate of the Worldwound Card 9:
    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.

    Gate of the Worldwound Card 10:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 11:
    God Caller Opon
    Henchman Monster 6

    Traits
    Ghost
    Summoner

    Check
    Arcane
    Divine
    Knowledge
    25
    OR
    Combat
    40

    Powers
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

    The Rasping Rifts
    Traits: Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be losed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M:4 Ba:4 W:4 Sp:5 Ar:3 I:0 Al:0 Bl:0 ?:7
    Located here: Reta, Reep, Q, Tup
    Notes: Safety Bubble, Create Mindscape displayed

    The Rasping Rifts Card 1:
    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.

    The Rasping Rifts 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.

    The Rasping Rifts Card 3:
    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.

    The Rasping Rifts Card 4:
    Infinite Rod
    Weapon 6

    Traits
    Club
    Melee
    Magic

    Check
    Strength
    Melee
    13
    OR
    Arcane
    Divine
    15

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

    The Rasping Rifts Card 5:
    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.

    The Rasping Rifts Card 6:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 7:
    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.

    The Rasping Rifts Card 8:
    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.

    The Rasping Rifts Card 9:
    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.

    The Rasping Rifts Card 10:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 11:
    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.

    The Rasping Rifts Card 12:
    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.

    The Rasping Rifts Card 13:
    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.

    The Rasping Rifts Card 14:
    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.

    The Rasping Rifts Card 15:
    Lend Mythic Path
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    The Rasping Rifts Card 16:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    The Rasping Rifts Card 17:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

    Powers
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    The Rasping Rifts Card 18:
    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.

    The Rasping Rifts Card 19:
    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.

    The Rasping Rifts Card 20:
    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.

    The Rasping Rifts Card 21:
    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.

    The Rasping Rifts Card 22:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    The Rasping Rifts Card 23:
    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.

    The Rasping Rifts Card 24:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 25:
    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.

    The Rasping Rifts Card 26:
    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.

    The Rasping Rifts Card 27:
    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.


  • Poog peers through his Samisen, whatever that is, to see that there's a bunch of stuff for Poog ahead.

    Temptation of Lucre offers him a book, a bottle, and a belt. Poog likes drinking things from bottles, so he takes that.
    Everyone discards 1 from their deck.

    After drinking whatever liquor it holds, Poog stuffs a Breath of Life into the Spellbottle.

    Qi Zhong guides Poog onwards to a spell of Charm Monster, which Poog takes, cause he likes pet monsters.

    The Raconteur leads Poog to some armor. Tup sets it on fire to make it extra pretty, then Poog takes it. Con 8: 1d6 + 4 + 1d6 + 1 + 1d4 ⇒ (5) + 4 + (1) + 1 + (3) = 14

    Poog charms a monster to lead him onwards, to an Infinite Rod, which seems pretty cool. Melee 13: 1d8 + 5 + 6 ⇒ (6) + 5 + 6 = 17

    He jumps on this Armor of the Pious and rides it like a sled towards a Miracle! Divine 18: 1d10 + 4 + 6 + 1d4 ⇒ (7) + 4 + 6 + (1) = 18

    Poog sees a shiny magical godly button and absolutely presses it. Sadly, reality does not come to a stop while Poog runs amok, but he does surround himself in Winds of Vengeance, cause those are fun.

    He then tosses this flaming sword, Dawnflower's Kiss, out into the Abyss to light the way towards a Rift Demon.

    First, 1d5 ⇒ 5 Tup has to fight a Servitor of Deskari!

    Then Poog mythically smites the Rift Demon with his Horsechopper and his Winds of Vengeance and a little more fire from Tup.
    Combat 30: 1d8 + 5 + 5 + 1d20 + 3 + 1d6 + 1 + 1d8 + 4 + 1d4 ⇒ (2) + 5 + 5 + (3) + 3 + (2) + 1 + (1) + 4 + (2) = 28 Cleric of Nethys adds in just a little tiny bit of help. That Rift Demon is wily and teleporty, but Poog manages to barely bisect him mid-teleport.

    Winds 18: 1d10 + 4 + 5 + 1d4 ⇒ (3) + 4 + 5 + (4) = 16

    Poog

    Poog

    Hand: Animalbane Horsechopper +3, Safety Bubble, Dogfinder, Helm of Electric Radiance, Blessing of Bark Breaker, Blessing of the All Seeing Eye, Sand Elemental,
    Deck: 11 Discard: 2 Buried: 4
    Displayed: God of Goblin Leaders, Breath of Life,
    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

    Poog displays a Safety Bubble, cause it's funny.

    TLDR: Everyone discards 1 from their deck, Tup recharges 2 cards, cleared cards 1-6.


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

    Recharging Velociraptor for Keith. Then casting Limp Lash on my servitor, have to expend a charge. Will recharge Wand of Flying for 1d12 since it has Fire. Also reveal Magnetic Grimoire.Also using Reta's double-team.
    Combat 35, must be rerolled: 1d12 + 11 + 2d6 + 1d4 + 1d12 + 1d4 + 1d8 ⇒ (7) + 11 + (6, 3) + (1) + (11) + (1) + (2) = 42
    Combat 35, reroll: 1d12 + 11 + 2d6 + 1d4 + 1d12 + 1d4 + 1d8 ⇒ (10) + 11 + (3, 5) + (1) + (3) + (3) + (2) = 38 I regain my mythic charge.
    recharge Limp Lash: 1d12 + 11 + 1d4 ⇒ (8) + 11 + (2) = 21 Recharged.

    Then recharging Channel the Gift for Poog's other check.


    Reta's Hand Greatest Leader Ever!!

    Have to fix a bit from my turn. I would have had to recharge Starbow to play Planar Crossbow, then recharge Planar Crossbow to play the blessing. Since no one gave me a card, my hand would have been this at the end of my turn:

    Reta wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 7
    PROFICIENT WITH Light Armors Weapons
    When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
    ☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
    ☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

    Hand: Houndhacker, Ophidian Armor, Pot Helm, Lizard, Swiftshooter, Blessing of Hadregash, Blessing of the Inheritor
    Deck: 11 Discard: 1 Buried: 1 Displayed: 5
    Notes: Mythic Charges: 6/6 Reroll: Not used
    Slaying Bolts: Outsider, Demon, Mythic.

    Then on Poog's turn, I discard Belt of Physical Might from the top of my deck for Poog's weakness and recharge Pot Helm to help Tup. So now...

    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, Ophidian Armor, Lizard, Swiftshooter, Blessing of Hadregash, Blessing of the Inheritor
    Deck: 11 Discard: 2 Buried: 1 Displayed: 5
    Notes: Mythic Charges: 6/6 Reroll: Not used
    Slaying Bolts: Outsider, Demon, Mythic.


    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.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.
  • Gates of the Worldwound front: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always open. Expend 1d4 mythic charges to flip this card.
  • Gates of the Worldwound back: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always temporarily closed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blessing Stack: 18
    Deskari:
    Deskari
    Villain Monster 6

    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

    Powers
    Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
    Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
    If undefeated, you die.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

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

    Monster 2
    Spoiler:
    Lost Soul
    Monster 3

    Traits
    Undead

    Check
    Combat
    19

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

    Monster 3
    Spoiler:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

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

    Monster 5
    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.

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    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:
    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 4
    Spoiler:
    Death by Pleasure
    Barrier 6

    Traits
    Obstacle
    Magic
    Mental

    Check
    Charisma
    Diplomacy
    Disable
    15

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

    Barrier 5
    Spoiler:
    Rallying Cry
    Barrier B

    Traits
    Task
    Cache

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Sword of Subtlety
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 2
    Spoiler:
    Anarchy Hammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic

    Check
    Strength
    Melee
    16

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

    Weapon 3
    Spoiler:
    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 4
    Spoiler:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Weapon 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Ghost Wolf
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

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

    Spell 2
    Spoiler:
    Rune of Jandelay
    Spell 5

    Traits
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    14

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

    Spell 3
    Spoiler:
    Dismissal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    8

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

    Spell 4
    Spoiler:
    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:
    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.

    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:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 3
    Spoiler:
    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 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:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

    Powers
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    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.

    Item 2
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 3
    Spoiler:
    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 4
    Spoiler:
    Staff of the Heirophant
    Item 6

    Traits
    Staff
    Magic
    Divine
    Mythic

    Check
    Wisdom
    Divine
    17

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

    Item 5
    Spoiler:
    Book of the Damned
    Item 5

    Traits
    Book
    Magic
    Divine
    Corrupted

    Check
    Banish a blessing
    0

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

    Random Allies:
    Ally 1
    Spoiler:
    Chevalier
    Ally 6

    Traits
    Halfling
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d4 to your Melee combat check.
    Bury this card to reduce damage dealt to you to 0.

    Ally 2
    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 3
    Spoiler:
    Dire Griffon
    Ally 6

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    15
    OR
    Combat
    30

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

    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:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of 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 Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of 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: 5 Qualzar Furryface/yamasaki

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 7
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Reepazo)
    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.

    Blessings Deck Card 2 (Turn 7 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 8 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 9 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 11 Reepazo)
    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 12 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.

    Gate of the Worldwound
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M:3 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2

    Gate of the Worldwound Card 1 - Spiked Pit Trap:
    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.

    Gate of the Worldwound Card 2:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

    Powers
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.

    Gate of the Worldwound Card 3:
    Wivver Noclan
    Henchman Monster 6

    Traits
    Aberration
    Wizard

    Check
    See Below

    Powers
    Before you act, each character summons and encounters a random monster.
    You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

    Gate of the Worldwound Card 4:
    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.

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 6:
    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.

    Gate of the Worldwound Card 7:
    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.

    Gate of the Worldwound Card 8:
    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.

    Gate of the Worldwound Card 9:
    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.

    Gate of the Worldwound Card 10:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 11:
    God Caller Opon
    Henchman Monster 6

    Traits
    Ghost
    Summoner

    Check
    Arcane
    Divine
    Knowledge
    25
    OR
    Combat
    40

    Powers
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

    The Rasping Rifts
    Traits: Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be losed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:3 Sp:3 Ar:2 I:0 Al:0 Bl:0 ?:6
    Located here: Reta, Reep, Q, Tup
    Notes: Safety Bubble (x2), Create Mindscape displayed

    The Rasping Rifts Card 1:
    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.

    The Rasping Rifts Card 2:
    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.

    The Rasping Rifts Card 3:
    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.

    The Rasping Rifts Card 4:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 5:
    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.

    The Rasping Rifts Card 6:
    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.

    The Rasping Rifts Card 7:
    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.

    The Rasping Rifts Card 8:
    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.

    The Rasping Rifts Card 9:
    Lend Mythic Path
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    The Rasping Rifts Card 10:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    The Rasping Rifts Card 11:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

    Powers
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    The Rasping Rifts Card 12:
    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.

    The Rasping Rifts Card 13:
    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.

    The Rasping Rifts Card 14:
    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.

    The Rasping Rifts Card 15:
    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.

    The Rasping Rifts Card 16:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    The Rasping Rifts Card 17:
    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.

    The Rasping Rifts Card 18:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 19:
    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.

    The Rasping Rifts Card 20:
    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.

    The Rasping Rifts Card 21:
    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.


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    Q discards Blessing of Iomedae due to Temptation.

    He flips Blessing of Ascension and explores the Rifts, finding an axe. Strength 12 using Good Omen: 1d6 + 7 ⇒ (6) + 7 = 13 Blackaxe acquired.

    Isiem his ally scouts ahead, and finds a scroll (Breath of Life), an armor (Ebon Thorn), and a henchman. Q jumps the Rift Demon and was about to attack with his mental might but the group gets ambushed by a Favored of Deskari. Random character in turn order: 1d5 ⇒ 5 Qualzar gets to be the lucky one to be attacked. He asks Droskar for help (recharged using Vestments of False Faith) Combat 35 using Arcane Mental Blast discarding Blackaxe and spending Mythic Charge: 1d10 + 6 + 1d6 + 2 + 6 + 1d20 + 1d4 ⇒ (2) + 6 + (2) + 2 + 6 + (16) + (3) = 37 Rerolling for success 1d10 + 6 + 1d6 + 2 + 6 + 1d20 + 1d4 ⇒ (5) + 6 + (5) + 2 + 6 + (17) + (3) = 44 Henchman defeated and Mythic Charge reclaimed.

    He now turns his attention on the Rift Demon. Combat 30 using Merchant Lord as Arcane Mental Blast and using 2 Mythic Charges: 1d20 + 6 + 1d20 + 2 + 5 + 1d4 ⇒ (20) + 6 + (18) + 2 + 5 + (4) = 55 Defeated henchman and Mythic Charge reclaimed.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Fortune Teller, Stole of the Inheritor, Dominate, Force Sling +3, Surgeon, Armor of Skulls, Blessing of Nocticula,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Notes:
    Mythic Charges: 4 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.

    TL;DR Acquired card 1. Banished card 4.


    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.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.
  • Gates of the Worldwound front: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always open. Expend 1d4 mythic charges to flip this card.
  • Gates of the Worldwound back: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always temporarily closed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blessing Stack: 18
    Deskari:
    Deskari
    Villain Monster 6

    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

    Powers
    Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
    Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
    If undefeated, you die.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

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

    Monster 2
    Spoiler:
    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 3
    Spoiler:
    Blasphemy Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    21
    OR
    Wisdom
    13

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

    Monster 4
    Spoiler:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

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

    Monster 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:
    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:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Barrier 4
    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 5
    Spoiler:
    Gift of Nocticula
    Barrier 4

    Traits
    Temptation
    Deity
    Demon

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    Shocking Lance +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 3
    Spoiler:
    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 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 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.

    Random Spells:
    Spell 1
    Spoiler:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

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

    Spell 2
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    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 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:
    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.

    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:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 3
    Spoiler:
    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 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:
    Eagle Knight Dress Uniform
    Armor 1

    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

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

    Random Items:
    Item 1
    Spoiler:
    Iron Shackles
    Item 5

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    13

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

    Item 2
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 3
    Spoiler:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Item 4
    Spoiler:
    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:
    Thorncrown of Iomedae
    Item 6

    Traits
    Accessory
    Divine
    Iomedae
    Mythic

    Check
    Wisdom
    Divine
    20

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

    Random Allies:
    Ally 1
    Spoiler:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

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

    Ally 2
    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 3
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Ally 4
    Spoiler:
    Suurlahetas
    Ally 5

    Traits
    Outsider
    Devil

    Check
    None
    0

    Powers
    To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
    Discard this card to add 2d6 and the Fire trait to your combat check.
    Banish this card to search a location deck for a boon and add it to your hand.

    Ally 5
    Spoiler:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 4
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 6 Reepazo/Redeux

    Top of Blessing Discard Pile: Blessing of Iomedae

    Top Blessing:
    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.


    Blessings Remaining: 6
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 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 2 (Turn 8 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 9 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 11 Reepazo)
    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 12 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.

    Gate of the Worldwound
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M:3 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2

    Gate of the Worldwound Card 1 - Spiked Pit Trap:
    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.

    Gate of the Worldwound Card 2:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

    Powers
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.

    Gate of the Worldwound Card 3:
    Wivver Noclan
    Henchman Monster 6

    Traits
    Aberration
    Wizard

    Check
    See Below

    Powers
    Before you act, each character summons and encounters a random monster.
    You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

    Gate of the Worldwound Card 4:
    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.

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 6:
    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.

    Gate of the Worldwound Card 7:
    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.

    Gate of the Worldwound Card 8:
    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.

    Gate of the Worldwound Card 9:
    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.

    Gate of the Worldwound Card 10:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 11:
    God Caller Opon
    Henchman Monster 6

    Traits
    Ghost
    Summoner

    Check
    Arcane
    Divine
    Knowledge
    25
    OR
    Combat
    40

    Powers
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

    The Rasping Rifts
    Traits: Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be losed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:2 Sp:3 Ar:2 I:0 Al:0 Bl:0 ?:5
    Located here: Reta, Reep, Q, Tup
    Notes: Safety Bubble (x2), Create Mindscape displayed

    The Rasping Rifts Card 1 - Breath of Life:
    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.

    The Rasping Rifts Card 2 - Ebon Thorn:
    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.

    The Rasping Rifts Card 3:
    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.

    The Rasping Rifts Card 4:
    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.

    The Rasping Rifts Card 5:
    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.

    The Rasping Rifts Card 6:
    Sawtooth Sabre +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

    The Rasping Rifts Card 7:
    Lend Mythic Path
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    The Rasping Rifts Card 8:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    The Rasping Rifts Card 9:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

    Powers
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    The Rasping Rifts Card 10:
    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.

    The Rasping Rifts Card 11:
    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.

    The Rasping Rifts Card 12:
    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.

    The Rasping Rifts Card 13:
    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.

    The Rasping Rifts Card 14:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    The Rasping Rifts Card 15:
    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.

    The Rasping Rifts Card 16:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 17:
    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.

    The Rasping Rifts Card 18:
    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.

    The Rasping Rifts Card 19:
    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.


  • Reepazo flips BoIomedae

    Reepazo gives Poog BoZarongel

    At end of move step she summons Deskari

    Deskari:

    Villain Monster 6
    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

    Powers
    Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
    Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
    If undefeated, you die.

    Reepazo asks for Poog to use BoZarongel on check (Adds extra d8 from poog feat) She uses Limp Lash, so 3d8+3d6+1d8+12+1d4. Use 2 mythic counters
    Deskari DC 66 combat: 2d20 + 1d8 + 3d6 + 1d8 + 12 + 1d4 ⇒ (20, 17) + (5) + (1, 1, 4) + (8) + 12 + (3) = 71 defeated
    Gain one mythic counter, heal Talisman of true faith from using mythic counter
    Limp Lash 14 divine: 1d8 + 11 + 1d4 ⇒ (5) + 11 + (4) = 20 recharged

    Reepazo explores and finds Breath of Life

    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.

    breath of life dc 13 divine: 1d8 + 11 + 1d4 ⇒ (4) + 11 + (4) = 19 acquired

    Discard Druid of the Life to explore. Find armor

    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.


    display breathoflife2 for bug form. check invokes vermin trait, draw gribbet
    Ebon Thorn DC 12 con: 1d12 + 1d6 ⇒ (7) + (6) = 13 acquired

    draw BoAbraxas from bug form.

    Use reformarium servant to explore. +1d4 to CtA. Find spear

    Skirmishing Spear:
    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.

    check invokes vermin trait, draw a card - augury
    Skirmishing SPear DC 15 dex: 1d12 + 2 + 1d6 + 1d4 ⇒ (9) + 2 + (5) + (1) = 17 acquired

    Use Gribbet to explore. Temptation of Lucre. Reepazo not tempted by shackles and books. banished

    Bury Thorn Armor to explore. Henchman

    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.

    Display Augury for Bug form. Use BoAbraxas and Holy Javelin.
    Cultist of Deskari DC 22 combat: 1d8 + 11 + 2d12 + 2d8 + 1d4 ⇒ (7) + 11 + (12, 12) + (5, 3) + (3) = 53 deffeated, gain mythic charge
    Holy Javelin DC 10 divine: 1d8 + 12 + 1d4 ⇒ (1) + 12 + (3) = 16 recharged

    Bury skirmishing spear to explore. Find sabre

    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.

    check invokes vermin, draw a card - animal bane horsechopper+3
    Sawtooth sabre dc 11 melee: 1d12 + 3 + 1d6 ⇒ (8) + 3 + (4) = 15 acquired

    Bury Sawtooth sabre to explore. Lend mythic path

    Lend Mythic Path:

    Spell 4
    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    Lend Mythic Path DC 14 divine: 1d8 + 12 + 1d4 ⇒ (5) + 12 + (1) = 18 acquired
    draw breath of life1 from bug form. use it on self
    Heal self: 2d4 ⇒ (4, 1) = 5 whole dicard healed
    Breath of life DC 15 divine: 1d8 + 12 + 1d4 ⇒ (6) + 12 + (4) = 22 recharged

    reset hand and end turn.

    Reepazo squished some bugs and wrote:

    Hand: Animalbane Horsechopper+3, BoAbraxas 2, Cloudburst, Spellbreaker (acquired), Lend Mythic Path (acquired), BoAbraxas 1,

    Deck: 15 Discard: 0 Buried: 3, Displayed: Augury, Breath of life2 (acquired), Safety Bubble,
    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

    TLDR- Reepazo is the best

    TLDR Extended -
    Deskari defeated, 6 blessings shuffled from stack into blessing deck
    Rasping Rift card 1 breath of life acquired
    Rasping Rift card 2 ebon thorn acquired
    Rasping Rift card 3 skrimishing spear acquired
    Rasping Rift card 4 temptation of lucre banished (nothing taken)
    Rasping Rift card 5 cultist of deskari banished
    Rasping Rift card 6 sawtooth sabre acquired
    Rasping Rift card 7 lend mythic path acquired


    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.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.
  • Gates of the Worldwound front: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always open. Expend 1d4 mythic charges to flip this card.
  • Gates of the Worldwound back: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always temporarily closed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blessing Stack: 12
    Deskari:
    Deskari
    Villain Monster 6

    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

    Powers
    Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
    Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
    If undefeated, you die.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Demon Eater
    Monster 3

    Traits
    Outsider

    Check
    Combat
    21

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

    Monster 2
    Spoiler:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

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

    Monster 3
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

    Monster 5
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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 2
    Spoiler:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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 4
    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 5
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    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:
    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:
    Demonbane Longsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 4
    Spoiler:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Weapon 5
    Spoiler:
    Heavy Crossbow
    Weapon 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:
    Death's Touch
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 2
    Spoiler:
    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:
    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 4
    Spoiler:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

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

    Spell 5
    Spoiler:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    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:
    Horns of Naraga
    Armor 6

    Traits
    Light Armor
    Magic
    Corrupted
    Mythic

    Check
    Constitution
    Fortitude
    16

    Powers
    When you defeat a monster, recharge this card to shuffle a number of random cards equal to your number of mythic charges from your discard pile into your deck. If this card has the Corrupted trait, discard a card from the blessings deck.
    Recharge this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 4
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Armor 5
    Spoiler:
    Immolation Cloak
    Armor 6

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Intelligence
    Arcane
    12

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

    Random Items:
    Item 1
    Spoiler:
    Boomcrown
    Item 4

    Traits
    Accessory
    Magic
    Attack
    Veteran

    Check
    Charisma
    Divine
    13

    Powers
    For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
    After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

    Item 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:
    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 4
    Spoiler:
    Bountiful Bottle
    Item 6

    Traits
    Item
    Magic
    Mythic

    Check
    Intelligence
    Craft
    13

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

    Item 5
    Spoiler:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

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

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    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 4
    Spoiler:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

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

    Ally 5
    Spoiler:
    Chevalier
    Ally 6

    Traits
    Halfling
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d4 to your Melee combat check.
    Bury this card to reduce damage dealt to you to 0.

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of 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 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: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Tup)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 9 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 11 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 5 (Turn 12 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 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 7 (Turn 14 Poog)
    Spoiler:
    Blessing of Xoveron
    Blessing 5

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 16 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 17 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 18 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Gate of the Worldwound
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M:3 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2

    Gate of the Worldwound Card 1 - Spiked Pit Trap:
    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.

    Gate of the Worldwound Card 2:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

    Powers
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.

    Gate of the Worldwound Card 3:
    Wivver Noclan
    Henchman Monster 6

    Traits
    Aberration
    Wizard

    Check
    See Below

    Powers
    Before you act, each character summons and encounters a random monster.
    You may reveal a card that has the Attack trait or a weapon to automatically defeat Wivver Noclan; otherwise, he is undefeated.

    Gate of the Worldwound Card 4:
    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.

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 6:
    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.

    Gate of the Worldwound Card 7:
    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.

    Gate of the Worldwound Card 8:
    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.

    Gate of the Worldwound Card 9:
    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.

    Gate of the Worldwound Card 10:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 11:
    God Caller Opon
    Henchman Monster 6

    Traits
    Ghost
    Summoner

    Check
    Arcane
    Divine
    Knowledge
    25
    OR
    Combat
    40

    Powers
    Before you act, you may attempt a Diplomacy 25 check; if you succeed, add 2d20 to your check to defeat.
    After you act, you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, draw a monster and the henchman Rift Demon from the box, then shuffle thos cards into the Rasping Rifts location deck.

    The Rasping Rifts
    Traits: Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be losed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:4
    Located here: Reta, Reep, Q, Tup
    Notes: Safety Bubble (x2), Create Mindscape displayed

    The Rasping Rifts Card 1:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    The Rasping Rifts Card 2:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

    Powers
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    The Rasping Rifts Card 3:
    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.

    The Rasping Rifts Card 4:
    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.

    The Rasping Rifts Card 5:
    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.

    The Rasping Rifts Card 6:
    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.

    The Rasping Rifts Card 7:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    The Rasping Rifts Card 8:
    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.

    The Rasping Rifts Card 9:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

    Powers
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure's servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.

    The Rasping Rifts Card 10:
    Betrayal Demon
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    16

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

    The Rasping Rifts Card 11:
    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.

    The Rasping Rifts Card 12:
    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.


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

    Tup must admit that Reepazo just showed some impressive power. "Reep, you do good. Better than good! Tup might even consider you leader if you do that stuffs again!"

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