BR Mork |
During This Adventure:
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 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:
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.
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.
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.
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 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
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
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 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.
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
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier B
Traits
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 6
Traits
Trap
Alchemical
Check
None
Powers
Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.
Barrier 2
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.
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 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 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
Traits
Scizore
Shield
Melee
Piercing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Weapon 4
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
Spell 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
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
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
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 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.
Armor 4
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
9
Powers
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Arcane
Divine
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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
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.
Item B
Traits
Book
Veteran
Check
Intelligence
Knowledge
9
Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
Item 4
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 B
Traits
Wand
Attack
Magic
Arcane
Divine
Mental
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Item 2
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 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.
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 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 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 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 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.
Blessing 3
Traits
Divine
Desna
Check
Charisma
7
OR
Divine
9
Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing 6
Traits
Divine
Iomedae
Check
Charisma
12
OR
Divine
9
Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 6
Traits
Divine
Iomedae
Check
Charisma
12
OR
Divine
9
Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Barrier 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.
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.
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.
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.
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.
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
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Weapon 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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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
Qualzar 1006 |
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.
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
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 by redeux |
Reepazo displays Safety Bubble. She explores and finds a Mythic Glyph. She summons Ivory Templar and displays Armor of the sands for bug form
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.
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
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
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
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"?
BR Mork |
During This Adventure:
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 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:
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.
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.
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.
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.
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Monster 6
Traits
Outsider
Demon
Mythic
Check
Combat
27
THEN
Combat
30
Powers
The Apocalypse Demon is immune to the Electricity and Poison traits.
Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.
Monster 4
Traits
Demon
Curse
Check
Combat
22
Powers
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Monster 3
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
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.
Barrier 6
Traits
Obstacle
Magic
Check
Arcane
Divine
20
OR
Disable
17
Powers
Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.
Barrier 3
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 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 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 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.
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
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran
Check
Strength
Melee
12
Powers
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
Weapon 4
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.
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
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 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
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 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.
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 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Arcane
Divine
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Item 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 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 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 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 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.
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 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 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 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
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.
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 2
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 14 Reta/Hawkmoon269
Top of Blessing Discard Pile: 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
Blessing 6
Traits
Divine
Iomedae
Check
Charisma
12
OR
Divine
9
Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 6
Traits
Divine
Iomedae
Check
Charisma
12
OR
Divine
9
Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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
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.
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.
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.
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.
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 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.
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.
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
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Barrier 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.
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.
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 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.
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.
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.
Monster 3
Traits
Construct
Vermin
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
Monster 2
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.
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
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Weapon 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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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 Hawkmoon |
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)
Skills and Powers:Hand: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Velociraptor, Blessing of Hadregash, Blessing of Old DeadeyeSkills STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
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.
BR Mork |
During This Adventure:
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 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:
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.
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.
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.
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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Monster 4
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 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 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
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.
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
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 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
Traits
Trap
Magic
Arcane
Mythic
Check
Arcane
Divine
17
OR
Intelligence
Knowledge
Stealth
14
Powers
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
Barrier 3
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.
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 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 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
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 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.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
10
Powers
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
Spell 1
Traits
Magic
Divine
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
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
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10
Powers
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Armor 4
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to ignore a non-villain monster's power that happens before you act.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Heavy Armor
Magic
Mythic
Check
Constitution
Fortitude
13
Powers
Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
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 6
Traits
Heavy Armor
Magic
Mythic
Check
Constitution
Fortitude
20
Powers
Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
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.
Item 2
Traits
Book
Iomedae
Check
Wisdom
Divine
9
Powers
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Item B
Traits
Object
Divine
Veteran
Check
Divine
6
Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
Item 5
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 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.
Ally 2
Traits
Human
Hireling
Check
Intelligence
Knowledge
Charisma
Diplomacy
9
Powers
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Ally 3
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 B
Traits
Human
Soldier
Check
Divine
9
OR
Charisma
Diplomacy
6
Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
Ally 5
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 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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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 B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 6
Traits
Divine
Iomedae
Check
Charisma
12
OR
Divine
9
Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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
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.
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.
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.
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.
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 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.
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.
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
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Barrier 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.
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.
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 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.
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.
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.
Monster 3
Traits
Construct
Vermin
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
Monster 2
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.
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
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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
The Terrible Tup |
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.
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
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.
Animal
Owner: Tup
Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
When you would banish this card from a location deck, you may add it to Tup’s hand instead.
Black Robe
Loot Item 3
Traits
Accessory
Magic
Corrupted
Powers
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
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 - Keith |
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
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.
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
BR Mork |
During This Adventure:
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 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:
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.
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.
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.
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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
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 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Monster 2
Traits
Outsider
Demon
Check
Combat
15
Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.
Monster 3
Traits
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.
Barrier 3
Traits
Trap
Magic
Check
Wisdom
Divine
14
Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Barrier 5
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
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 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
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.
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
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 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
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 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.
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 6
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
15
Powers
Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.
Spell 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Spell 3
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
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.
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
Traits
Heavy Armor
Magic
Veteran
Check
Constitution
Fortitude
Charisma
8
Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
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 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 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 1
Traits
Book
Check
Melee
Ranged
8
Powers
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Item 4
Traits
Book
Magic
Corrupted
Mythic
Check
Arcane
Craft
Divine
Knowledge
12
Powers
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
Item 5
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
13
Powers
Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.
Item 4
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.
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 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 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 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 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.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
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
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
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 6
Traits
Divine
Iomedae
Check
Charisma
12
OR
Divine
9
Powers
Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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
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.
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.
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.
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.
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 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.
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.
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
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Barrier 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.
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.
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 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.
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.
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.
Monster 3
Traits
Construct
Vermin
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
Monster 2
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.
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,
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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
Qualzar 1006 |
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.
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
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 by redeux |
Reepazo buries Poog to heal.
Heal self: 1d4 ⇒ 4 Heals BoAbraxas1, boAchaekek, Talisman of True Faith, gribbet.
reset hand and end turn
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
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.
Qualzar 1006 |
Q autocloses the Occult Library on Knowledge 6, assuming he doesn't get moved.
Reta Hawkmoon |
Reta lets Reepazo think she is in charge and moves to the Prison Vault.
She ends her turn.
Skills and Powers:Hand: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Velociraptor, Blessing of Hadregash, Blessing of Old DeadeyeSkills STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
Deck: 9 Discard: 3 Buried: 0 Displayed: 6
Notes: Mythic Charges: 3/6 Reroll: Not used
Slaying Bolts: Dragon, Mythic, Outsider, Demon
The Terrible Tup |
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.
Poog - Keith |
"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.
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.
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 by redeux |
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
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.
BYA Devestator random other character: 1d4 ⇒ 2Reta must fight Devestator
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
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
The Terrible Tup |
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 Hawkmoon |
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
BR Mork |
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
Reta Hawkmoon |
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.
Qualzar 1006 |
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.
BR Mork |
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:
BR Mork |
During This Adventure:
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 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:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Blessing Stack: 18
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.
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 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 6
Traits
Outsider
Demon
Aristocrat
Mythic
Check
Combat
33
Powers
The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
If undefeated, expend 1d4 mythic charges.
If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.
Monster 3
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 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.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier 4
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 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 B
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier B
Traits
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.
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 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 6
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
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
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.
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 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
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 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
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.
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 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 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
10
Powers
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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
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
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 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 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.
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 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 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 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
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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
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 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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
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
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 3
Traits
Divine
Desna
Check
Charisma
7
OR
Divine
9
Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
Traits
Divine
Sifkesh
Corrupted
Check
Bury any card
0
OR
Divine
5
Powers
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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
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.
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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Monster 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 Hawkmoon |
Reta will start where Reepazo plans to be. Reta suggests that be The Rasping Rifts.
Skills and Powers:Hand: Planar Crossbow +2, Starbow, Beneficial Bandolier, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Blessing of Old Deadeye, Blessing of ShizuruSkills STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
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 by redeux |
Reepazo starts at Rasping Rifts
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
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
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
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:
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
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.
Qualzar 1006 |
Rasping Rifts for Q.
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
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 - Keith |
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.
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 Hawkmoon |
The hour is ascendant.
Reta rallies her armies.
Free exploration: Rallying Cry
The Terrible Tup |
Tup start at Raspy Rifts.
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
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.
Animal
Owner: Tup
Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
When you would banish this card from a location deck, you may add it to Tup’s hand instead.
Black Robe
Loot Item 3
Traits
Accessory
Magic
Corrupted
Powers
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
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.
BR Mork |
Ally B
Traits
Human
Soldier
Check
Divine
9
OR
Charisma
Diplomacy
6
Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
Ally B
Traits
Human
Ranger
Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6
Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally B
Traits
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 4
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
Ally 3
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.
Qualzar 1006 |
Qualzar's default Charisma charms the Merchant Lord automatically.
The Terrible Tup |
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.
Reta Hawkmoon |
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.
Skills and Powers:Hand: Houndhacker, Planar Crossbow +2, Pot Helm, Lizard, Swiftshooter, Blessing of the InheritorSkills STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
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.
The Terrible Tup |
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.
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
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.
Animal
Owner: Tup
Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
When you would banish this card from a location deck, you may add it to Tup’s hand instead.
Black Robe
Loot Item 3
Traits
Accessory
Magic
Corrupted
Powers
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
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.
BR Mork |
During This Adventure:
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 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:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Blessing Stack: 18
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.
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 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 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
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 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.
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 B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Barrier 5
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 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 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.
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 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 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
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 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.
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 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
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
13
OR
Wisdom
Divine
9
Powers
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Spell 2
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.
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 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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Charisma
8
Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
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.
Item 2
Traits
Book
Iomedae
Check
Wisdom
Divine
9
Powers
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Item 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Item 4
Traits
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 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
Traits
Object
Check
Charisma
Diplomacy
9
Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Ally 2
Traits
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 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 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 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 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.
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
Traits
Divine
Desna
Check
Charisma
7
OR
Divine
9
Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 4 Poog/Keith Richmond
Top of Blessing Discard Pile: 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
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
Traits
Divine
Sifkesh
Corrupted
Check
Bury any card
0
OR
Divine
5
Powers
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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
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.
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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Monster 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 - Keith |
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
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.
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.
The Terrible Tup |
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 Hawkmoon |
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:
Skills and Powers:Hand: Houndhacker, Ophidian Armor, Pot Helm, Lizard, Swiftshooter, Blessing of Hadregash, Blessing of the InheritorSkills STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
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...
Skills and Powers:Hand: Houndhacker, Ophidian Armor, Lizard, Swiftshooter, Blessing of Hadregash, Blessing of the InheritorSkills STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
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.)
Deck: 11 Discard: 2 Buried: 1 Displayed: 5
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Demon, Mythic.
BR Mork |
During This Adventure:
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 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:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Blessing Stack: 18
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.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Monster 3
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 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 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 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.
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
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 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 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 B
Traits
Task
Cache
Check
None
0
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Weapon 5
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic
Check
Strength
Melee
16
Powers
If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
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 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
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.
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 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 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
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
Spell B
Traits
Magic
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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
10
Powers
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 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 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
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.
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 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 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 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
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.
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 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 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
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 2
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
Traits
Divine
Sifkesh
Corrupted
Check
Bury any card
0
OR
Divine
5
Powers
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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
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.
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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Monster 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.
Qualzar 1006 |
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.
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
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.
BR Mork |
During This Adventure:
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 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:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Blessing Stack: 18
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.
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 5
Traits
Outsider
Demon
Check
Combat
24
Powers
The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Monster 4
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 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
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.
Barrier 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier 5
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
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 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 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.
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 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 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 5
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result.
Weapon 4
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
Spell 4
Traits
Magic
Divine
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 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
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
Armor 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 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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
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 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.
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 3
Traits
Liquid
Magic
Divine
Check
Craft
Wisdom
Divine
12
Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Item 1
Traits
Book
Check
Melee
Ranged
8
Powers
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Item 2
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 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.
Ally C
Traits
Aberration
Check
None
0
Powers
When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
When a card would banish this card from your hand, bury this card instead.
Ally 5
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 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 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 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.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
Traits
Divine
Desna
Check
Charisma
7
OR
Divine
9
Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 6 Reepazo/Redeux
Top of Blessing Discard Pile: 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
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
Traits
Divine
Sifkesh
Corrupted
Check
Bury any card
0
OR
Divine
5
Powers
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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
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.
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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Monster 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 by redeux |
Reepazo flips BoIomedae
Reepazo gives Poog BoZarongel
At end of move step she summons 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
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
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
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
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
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
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.
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
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
BR Mork |
During This Adventure:
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 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:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Blessing Stack: 12
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.
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 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 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
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 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.
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 C
Traits
Temptation
Check
None
0
Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier 2
Traits
Temptation
Demon
Corrupted
Check
None
0
Powers
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier B
Traits
Trap
Veteran
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Weapon 6
Traits
Bow
Ranged
Piercing
Magic
Mythic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.
Weapon 4
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.
Weapon 4
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
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 B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spell 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 6
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
15
Powers
Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.
Spell 5
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 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 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.
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 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 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 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 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.
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
Traits
Object
Check
Charisma
Diplomacy
9
Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Item 4
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 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 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.
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 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 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
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 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.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Turn: 7 Reta/Hawkmoon269
Top of Blessing Discard Pile: 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
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 5
Traits
Divine
Sifkesh
Corrupted
Check
Bury any card
0
OR
Divine
5
Powers
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 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 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 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
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.
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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
Monster 2
Traits
Outsider
Demon
Check
Combat
16
Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
Monster 2
Traits
Gargoyle
Check
Combat
14
Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
Monster 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.