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

Game Master MorkXII

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

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

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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


The Defiled One
Spoiler:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

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


Lust Demon
Spoiler:
Lust Demon
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
20

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


Ash Giant Thug
Spoiler:
Ash Giant Thug
Henchman Monster 4

Traits
Giant
Barbarian

Check
Combat
27
OR
Arcane
Divine
18

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


Derakni
Spoiler:
Derakni
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
13

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


Harvester
Spoiler:
Harvester
Henchman Monster 4

Traits
Outsider

Check
Combat
27

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


Brimorak
Spoiler:
Brimorak
Henchman Monster 2

Traits
Outsider
Demon
Veteran

Check
Combat
12

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


Cultist of Baphomet
Spoiler:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Cultist of Deskari
Spoiler:
Cultist of Deskari
Henchman Monster 1

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Wight
Spoiler:
Wight
Henchman Monster B

Traits
Undead
Wight

Check
Combat
10
OR
Wisdom
Divine
8

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


Corrupted Soldier
Spoiler:
Corrupted Soldier
Henchman Monster B

Traits
Human
Soldier
Veteran

Check
Combat
9
OR
Charisma
Diplomacy
6

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


Fiendish Tree
Spoiler:
Fiendish Tree
Henchman Monster B

Traits
Plant
Demon
Veteran

Check
Combat
13

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


Ulkreth
Spoiler:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

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


Ivory Templar
Spoiler:
Ivory Templar
Henchman Monster 3

Traits
Human
Paladin

Check
Combat
20

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


Stringy Fiend
Spoiler:
Stringy Fiend
Henchman Barrier 5

Traits
Outsider
Fiend

Check
Combat
33

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

Ravener Terendelev
Spoiler:
Ravener Terendelev
Henchman Monster 6

Traits
Undead
Dragon
Mythic

Check
Combat
30
THEN
Combat
35

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


Acquired Shinies


1,901 to 1,950 of 1,964 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>

Reta's Hand Greatest Leader Ever!!

Reta is glad to see that she has tricked the other goblins into risking their lives for her reign.

Free exploration: Glimmer of Hope
Reta sees something about hope or some nonsense. Reta is the only hope the goblins need.
Display Glimmer of Hope by the scenario.

Reta presses on.
Discard (recharge) Swiftshooter to draw Celestial Crossbow+3 and explore: Time Stop.
Reta's henchmen want this piece of paper, so she indulges them.
Mythic Medal of Giant Fireball Explosions (burning a charge), Tup's puppet show, Tup's magnet book, Goblin Fire Drum (Houndhacker), Create Mindscape
Arcane 20: 1d4 + 5 + 4 + 1d4 + 1d12 + 1d4 ⇒ (1) + 5 + 4 + (3) + (11) + (4) = 28
Success
Acquired
The henchmen cackle with joy.

Reta asks her Lizard to lead the way.
Discard (recharge) Lizard to explore: Cultist of Deskari
The Lizard finds something to kill.
Celestial Crossbow +3, Ophidian Armor, Searing Arrows (Blessing of Hadregash)
Combat 10+12=22: 1d10 + 3 + 2 + 5 + 1d8 + 3 + 2 + 1d10 ⇒ (9) + 3 + 2 + 5 + (2) + 3 + 2 + (10) = 36
Success
Defeated
Gain a charge
He goes to my bolts.

I'll end my turn.
Tup gives me Magnetic Grimoire and draws a card.

Reta wrote:

Skills and Powers:
Skills

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

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

Hand: Celestial Crossbow +3, Firebow, Time Stop, Ophidian Armor, Magnetic Grimoire, Velociraptor, Blessing of the Inheritor
Deck: 12 Discard: 2 Buried: 1 Displayed: 6
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Demon, Mythic, Cultist, Human, Cleric.
Medals: Divine, Melee, Knowledge, Arcane

Summary: Displayed card 1 by scenario. Acquired card 2. Defeated card 3 and put it on my bolts.


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

Goblin Fire Drum is discarded, and Tup is not quite stoopid enough to take a turn with an empty hand, so he ends his turn and draws up.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Phoenix Cloak, Codex of Conversations, Gribbet, Arcane Cannonade, Blessing of Pharasma, Autumn Witch, Blessing of the Neverfull,

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

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
Powers:
For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box.
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
[X] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
[ ] Reduce Fire damage dealt to you by 1.
[X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 or Fortitude: Constitution +5 or Ranged: Dexterity +5 until the end of the turn.


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

Redeemed Cards:

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

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

I drew Arcane Cannonade, so I display that. +1d6 to all combat checks until the end of my next turn.


Reta's Hand Greatest Leader Ever!!

Tup drew Safety Bubble when he gave Reta the magnet book, then displayed it at the location.


During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario:

  • Display the troop Champions of Mendev.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.
  • Gates of the Worldwound front: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always open. Expend 1d4 mythic charges to flip this card.
  • Gates of the Worldwound back: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always temporarily closed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blessing Stack: 12
    Glimmer of Hope displayed.
    Glimmer of Hope:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Deskari:
    Deskari
    Villain Monster 6

    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

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

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

    Random Monsters:
    Monster 1
    Spoiler:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Dominion Scientist
    Monster 3

    Traits
    Aberration
    Sorcerer

    Check
    Combat
    21
    OR
    Knowledge
    15

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

    Monster 3
    Spoiler:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Monster 4
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 5
    Spoiler:
    Symbol of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Mace of Smiting
    Weapon 6

    Traits
    Mace
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 2
    Spoiler:
    Rapier of Puncturing
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 3
    Spoiler:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Weapon 4
    Spoiler:
    Holy Glaive of Speed
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 5
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

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

    Spell 2
    Spoiler:
    Dragon's Breath
    Spell 4

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

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

    Spell 3
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 4
    Spoiler:
    Charm Monster
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 5
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Tarnhelm
    Armor 6

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    20

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

    Armor 2
    Spoiler:
    Immolation Cloak
    Armor 6

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Intelligence
    Arcane
    12

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

    Armor 3
    Spoiler:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Armor 4
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 5
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Random Items:
    Item 1
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 2
    Spoiler:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

    Item 3
    Spoiler:
    Swarmlord's Jar
    Item 3

    Traits
    Object
    Magic

    Check
    Arcane
    Divine
    Craft
    9

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

    Item 4
    Spoiler:
    Wand of Sacred Weapon
    Item 2

    Traits
    Wand
    Attack
    Divine
    Magic

    Check
    Wisdom
    Divine
    10

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

    Item 5
    Spoiler:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

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

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Pegasus
    Ally 3

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Ally 5
    Spoiler:
    Runelord Alderpash
    Ally 5

    Traits
    Undead
    Lich
    Evoker

    Check
    None
    0

    Powers
    Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
    Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
    Banish this card and discard your hand to permanently close your location, then end your turn.

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

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessing 2
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 9 Poog/Keith Richmond

    Top of Blessing Discard Pile: Blessing of Sifkesh

    Top Blessing:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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


    Blessings Remaining: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 12 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 16 Reepazo)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 17 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 18 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

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

    Gate of the Worldwound Card 1 - Spiked Pit Trap:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Gate of the Worldwound Card 2:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

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

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

    Traits
    Aberration
    Wizard

    Check
    See Below

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

    Gate of the Worldwound Card 4:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

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

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 6:
    Putrid Ooze
    Monster 4

    Traits
    Ooze
    Aquatic

    Check
    Combat
    22
    OR
    Dexterity
    16

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

    Gate of the Worldwound Card 7:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Gate of the Worldwound Card 8:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Gate of the Worldwound Card 9:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Gate of the Worldwound Card 10:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

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

    Traits
    Ghost
    Summoner

    Check
    Arcane
    Divine
    Knowledge
    25
    OR
    Combat
    40

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

    The Rasping Rifts
    Traits: Abyssal
    At This Location: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    When Closing: This location may not be losed until it is empty, then it closes automatically.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:3
    Located here: Reta, Reep, Q, Tup
    Notes: Safety Bubble (x3), Create Mindscape displayed

    The Rasping Rifts Card 1:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

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

    The Rasping Rifts Card 2:
    Cultist of Deskari
    Henchman Monster 1

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

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

    The Rasping Rifts Card 3:
    Cultist of Deskari
    Henchman Monster 1

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

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

    The Rasping Rifts Card 4:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    The Rasping Rifts Card 5:
    Temptation of Sorcery
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    The Rasping Rifts Card 6:
    Rift Demon
    Henchman Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    30

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

    The Rasping Rifts Card 7:
    Betrayal Demon
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    16

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

    The Rasping Rifts Card 8:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    The Rasping Rifts Card 9:
    Wrecker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

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


  • Poog strides confidently forward into the Rasping Rift! Right into a Black Flame Vrolikai.
    Role?: 1d4 ⇒ 4 But he fails to steal Poog's Poogness!

    Poog smashes him in the face with a horsechopper. Tup also apparently shoots him with a cannon. Combat 25: 1d8 + 5 + 6 + 1d10 + 3 + 1d6 + 1 + 1d6 ⇒ (8) + 5 + 6 + (2) + 3 + (2) + 1 + (6) = 33

    Then Bark Breaker leads him onwards! To a Cultist of Deskari, who dies horribly.
    Combat 22: 1d8 + 5 + 7 + 1d10 + 3 + 1d6 + 1 + 1d6 ⇒ (1) + 5 + 7 + (8) + 3 + (1) + 1 + (6) = 32

    Poog tosses his Electric helmet out into the abyss looking for more stuff, and finds another cultist to murder!
    Combat 22: 1d8 + 5 + 8 + 1d10 + 3 + 1d6 + 1 + 1d6 ⇒ (6) + 5 + 8 + (4) + 3 + (2) + 1 + (1) = 30

    Then the All-Seeing Eye shows him a Helm of the Valkyrie and a Temptation of Sorcery, but Poog was already bored by the helm so he instead runs towards a Rift Demon! Who?: 1d5 ⇒ 2 Qualzar has to summon a Favored of Deskari.

    Then Poog will mythically murder a Rift Demon.
    Combat 30: 1d8 + 5 + 8 + 1d20 + 3 + 1d6 + 1 + 1d6 ⇒ (6) + 5 + 8 + (12) + 3 + (4) + 1 + (6) = 45

    Then a Sand Elemental leads him onwards one more time to a Betrayal Demon. Who dies before he can try to make betrayal happen.
    Combat 16: 1d8 + 5 + 8 + 1d20 + 3 + 1d6 + 1 + 1d6 ⇒ (1) + 5 + 8 + (14) + 3 + (2) + 1 + (4) = 38
    Wish I could actually fail a Wis 9 so that someone could get stabbed.

    Well, Poog is clearly out of explores, but... he does have a Dogfinder! So, yummy. Cards: 1d4 + 1 ⇒ (4) + 1 = 5

    Hand: Animalbane Horsechopper +3, Dogfinder, Sand Elemental, Blessing of Qi Zhong, Raconteur, BoZarongel, Blessing of the All Seeing Eye, Blessing of Achaekek,

    Raconteur leads him to a Gargoyle, who dies.

    Sand Elemental to a Wrecker Demon, who also dies.

    All Seeing Eye to encounter that Helm of the Valkyrie for real this time. Tup sets it on fire for Poog.

    Then Qi Zhong leads on to the Temptation of Sorcery, which Poog cheerfully sacrifices this helm to get an Icy Prison. Not cause he really wants it, but just cause he likes temptations.

    Poog immediately tosses the Icy Prison into the abyss looking for more to kill, but fails to find any. So the Rasping Rifts close.

    Safety Bubble: 1d10 + 4 + 8 ⇒ (7) + 4 + 8 = 19

    Poog

    Hand: Animalbane Horsechopper +3, BoZarongel, Blessing of Achaekek, Wand of Flying, Limp Lash, Mace of Smiting, Blessing of Bark Breaker,
    Deck: 9 Discard: 3 Buried: 6
    Displayed: God of Goblin Leaders, Breath of Life, Safety Bubble,
    Notes: Mythic Charges: 6.

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

    Hand Size 5 ■6 ■7

    Proficient with Light Armors and Weapons

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


    During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario:

  • Display the troop Champions of Mendev.
  • Defeating a henchman does not allow you to attempt to close a location.
  • After building the location Rasping Rifts, for each character, draw the henchmen Cultist of Deskari and Rift Demon and a monster, barrier, armor, weapon, and spell from the box, and shuffle all of those cards into that location deck.
  • After building the location Gate to the Worldwound, shuffle the henchmen God Caller Opon and Wivver Noclan into that location deck.
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.
  • On your turn, you may bury a boon to explore your location.
  • To win the scenario, the Gate of the Worldwound and the Rasping Rifts must collectively contain a number of cards less than or equal to the number of characters.
  • Gates of the Worldwound front: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always open. Expend 1d4 mythic charges to flip this card.
  • Gates of the Worldwound back: When you encounter a bane that has the Demon trait, recharge a card and flip this card./This side of this location is always temporarily closed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blessing Stack: 12
    Glimmer of Hope displayed.
    Glimmer of Hope:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Deskari:
    Deskari
    Villain Monster 6

    Traits
    Deity
    Outsider
    Demon
    Vermin
    Aristocrat
    Mythic

    Check
    Combat
    66
    THEN
    Combat
    66
    THEN
    Combat
    66

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

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

    Random Monsters:
    Monster 1
    Spoiler:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Monster 2
    Spoiler:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Monster 3
    Spoiler:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Monster 4
    Spoiler:
    Wrecker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

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

    Monster 5
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 3
    Spoiler:
    Death by Pleasure
    Barrier 6

    Traits
    Obstacle
    Magic
    Mental

    Check
    Charisma
    Diplomacy
    Disable
    15

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

    Barrier 4
    Spoiler:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Scizore +3
    Weapon 4

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 2
    Spoiler:
    Planar Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Weapon 3
    Spoiler:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

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

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Rune of Jandelay
    Spell 5

    Traits
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    14

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

    Spell 2
    Spoiler:
    Restore Mythic Power
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 3
    Spoiler:
    Form of the Dragon
    Spell 6

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    15

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

    Spell 4
    Spoiler:
    Cape of Wasps
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 5
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

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

    Random Armors:
    Armor 1
    Spoiler:
    Demon Armor
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Armor 2
    Spoiler:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 3
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Armor 4
    Spoiler:
    Tarnhelm
    Armor 6

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    20

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

    Armor 5
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Random Items:
    Item 1
    Spoiler:
    Fortune's Arrow
    Item 3

    Traits
    Arrow
    Piercing
    Ranged
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    12

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

    Item 2
    Spoiler:
    Belt of Charging
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    11

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

    Item 3
    Spoiler:
    Thorncrown of Iomedae
    Item 6

    Traits
    Accessory
    Divine
    Iomedae
    Mythic

    Check
    Wisdom
    Divine
    20

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

    Item 4
    Spoiler:
    Bountiful Bottle
    Item 6

    Traits
    Item
    Magic
    Mythic

    Check
    Intelligence
    Craft
    13

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

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Fortune-Teller
    Ally 1

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

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

    Ally 2
    Spoiler:
    Suurlahetas
    Ally 5

    Traits
    Outsider
    Devil

    Check
    None
    0

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

    Ally 3
    Spoiler:
    Thylacine
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    10

    Powers
    Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
    Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

    Ally 4
    Spoiler:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    Pegasus
    Ally 3

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

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

    Traits
    Divine
    Shax
    Corrupted

    Check
    Combat
    9
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 10 Qualzar Furryface/yamasaki

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 12 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 14 Poog)
    Spoiler:
    Blessing of Xoveron
    Blessing 5

    Traits
    Divine
    Xoveron
    Corrupted

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 17 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 18 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

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

    Gate of the Worldwound Card 1 - Spiked Pit Trap:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Gate of the Worldwound Card 2:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

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

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

    Traits
    Aberration
    Wizard

    Check
    See Below

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

    Gate of the Worldwound Card 4:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

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

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 6:
    Putrid Ooze
    Monster 4

    Traits
    Ooze
    Aquatic

    Check
    Combat
    22
    OR
    Dexterity
    16

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

    Gate of the Worldwound Card 7:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Gate of the Worldwound Card 8:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Gate of the Worldwound Card 9:
    Stone Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Gate of the Worldwound Card 10:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

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

    Traits
    Ghost
    Summoner

    Check
    Arcane
    Divine
    Knowledge
    25
    OR
    Combat
    40

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

    The Rasping Rifts
    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: Reta, Reep, Q, Tup
    Notes:


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

    recharge Safety Bubble DC 13: 1d12 + 11 ⇒ (3) + 11 = 14
    recharge Create Mindscape DC 11: 1d12 + 11 ⇒ (11) + 11 = 22
    recharge Arcane Cannonade DC 15: 1d12 + 11 ⇒ (8) + 11 = 19

    Tup feels lots of magic flow back into him as he dismisses several spells.


    "Tup, not so good leader, you forget you can't stop the cannonade until you do something "

    it doesn't recharge when location closed and instead you keep it displayed until end of your turn, at which point you can pass a "keep displayed check". Can't tell if you kept it displayed since you met the check or not.

    Reepazo auto recharges saftey bubble

    Reepazo squished some bugs and wrote:

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

    Deck: 16 Discard: 0 Buried: 3, Displayed: Augury, Breath of life2 (acquired),
    Notes:
    Bugform Active: Y, Mythic Charges: 6, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

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

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

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

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

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

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


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

    Tup imagined his Arcane Cannons disappearing... they're actually still sitting next to him, firing away.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    The Favored of Deskari attacks Qualzar once more. He uses his Force Sling +3 (discarded), with the Blessing of Nocticula (discarded but not buried due to hour of Sikfesh). Combat 35: 4d6 + 4d4 + 13 ⇒ (3, 3, 2, 5) + (4, 2, 3, 1) + 13 = 36 Rerolling due to success. Combat 35: 4d6 + 4d4 + 13 ⇒ (3, 6, 1, 5) + (3, 1, 4, 2) + 13 = 38 Favored of Deskari is not favored anymore (earned 1 Mythic Charge).

    On his turn Qualzar sees a Glimmer of Hope (random card: Scrying - banished), and moves to the Gate of the Worldwound. He sees the Pit Trap that his friends warned him about but having no means to defeat it he sits down and let his goblin minions take care of it. His Surgeon patches him up (random card: Force Sling +3).

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Fortune Teller, Stole of the Inheritor, Dominate, Armor of Skulls, Vestments of False Faith, Sign of Wrath, Blessing of Abadar,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Notes:
    Mythic Charges: 5 Die Bumps: 1 Reroll Available: Y

    Skills and Powers:
    SKILLS

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

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

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


    Reepazo uses a mythic charge to steal Tup's mythic power. Then reepazo uses 5 mythic charges to examine all cards at Gate of Worldwound

    Reepazo can't make Lend Mythic Path recharge check, so discarded

    She resets her hand and discards a bunch of useless cards

    Reepazo squished some bugs and wrote:

    Hand: Talisman of True Faith, BoAbraxas 2, Cloudburst, Holy Javelin, Poog of Zarongel, BoAbraxas 1,

    Deck: 13 Discard: 3 Buried: 3, Displayed: Augury, Breath of life2 (acquired),
    Notes:
    Bugform Active: Y, Mythic Charges: 0, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 []+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +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


    Reta's Hand Greatest Leader Ever!!

    Reta is the greatest Goblin leader ever. To prove this, she hands Tup Time Stop.

    Reta then moves to the Gate of the Worldwound to get a good seat.

    Reta ends her turn.
    She discards her Velociraptor and draws up.

    Reta wrote:

    Skills and Powers:
    Skills

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

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

    Hand: Celestial Crossbow +3, Firebow, Ophidian Armor, Magnetic Grimoire, Mendevian Crusader, Poog of Zarongel, Blessing of the Inheritor
    Deck: 10 Discard: 3 Buried: 1 Displayed: 6
    Notes: Mythic Charges: 6/6 Reroll: Not used
    Slaying Bolts: Outsider, Demon, Mythic, Cultist, Human, Cleric.
    Medals: Divine, Melee, Knowledge, Arcane


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

    Will keep above recharge roll for recharging Arcane Cannonade.

    Tup thanks Reta for the spell. He even tips his hat to her, the closest he will ever come to telling her that she is "best leader ever".

    Tup holds beautiful time-stopper spell scroll, says little prayer to all four goblin hero-gods, and casts it.

    Casting Time Stop, using one mythic charge. I'll draw all the cards in my deck except for Wand of Flying, just in case something makes me draw a card.

    Time slows to a stand-still, and Tup starts running around the Gate of the Worldwound, burning all the things.

    Displaying Arcane Cannonade, Safety Bubble, Create Mindscape, Repulsion. Stealing Blessing of Abadar from Q
    Card 1: Spiked Pit Trap: Acrobatics 14: 1d8 + 3 + 2d8 ⇒ (6) + 3 + (7, 3) = 19 Defeated.

    Autumn Witch to explore card 2: Immortal Ichor. Casting Death's Touch on it.
    Combat 27: 1d12 + 10 + 3d6 + 3 + 1d6 + 1d4 ⇒ (8) + 10 + (1, 6, 5) + 3 + (5) + (3) = 41 Defeated.
    recharge: 1d12 + 10 + 1d4 ⇒ (10) + 10 + (3) = 23 Recharged.

    Velociraptor to explore card 3: Wivver Noclan. Evading it and recharging Deliverance to explore again. random: 1d9 + 2 ⇒ (7) + 2 = 9 Stone Golem. Using Staff of Dark Flame, discarding it to add 1d6 and Fire. Then I'll recharge the Codex of Conversations to add 1d8 (and afterward I'll be dealt 1d4-1d4 Fire damage). Arcane cannonade still adds 1d6. Velociraptor adds 2d6.
    Combat 19: 1d4 + 1d6 + 1 + 1d8 + 1d6 + 2d6 ⇒ (3) + (6) + 1 + (4) + (1) + (5, 6) = 26 Defeated.

    Ice Chemist to explore again, random, ignore 9: 1d9 + 2 ⇒ (7) + 2 = 9 reroll: 1d9 + 2 ⇒ (7) + 2 = 9 reroll again: 1d9 + 2 ⇒ (6) + 2 = 8 card 8: Imperial Army Greathelm. Charisma 8 is an auto-acquire.

    Cast Channel the Gift to get Death's Touch back. recharge: 1d12 + 10 + 1d4 ⇒ (12) + 10 + (1) = 23 Recharged.

    Ice Chemist to explore again, ignore 8 and 9. random: 1d9 + 2 ⇒ (6) + 2 = 8 reroll: 1d9 + 2 ⇒ (8) + 2 = 10 Heavy Crossbow.
    Dexterity 7: 1d8 + 1 ⇒ (3) + 1 = 4 Banished. TECHNICALLY the game ends now, but where's the fun in ending the scenario on failing to acquire a stupid crossbow?? Plus time is currently stopped! EXPLORE!

    Discarding Blessing of the Neverfull to draw Velociraptor, then exploring with him. random ignore 8, 9, 10: 1d9 + 2 ⇒ (5) + 2 = 7 Card 7: Compelling Offer displayed next to the scenario.

    Blessing of Pharasma to explore again. random, ignore 7-10: 1d9 + 2 ⇒ (2) + 2 = 4 Scorching Ray auto-acquired.

    Gribbet to explore random, ignore 4, 7-10: 1d9 + 2 ⇒ (1) + 2 = 3 Wivver Noclan again! I'll evade him again and recharge Scorching Ray to explore again. random, ignore 4, 7-10: 1d9 + 2 ⇒ (4) + 2 = 6 Card 6: Putrid Ooze. Casting Cloudburst to ignore the BYA.
    Combat 22: 1d12 + 10 + 3d6 + 1d4 + 1d6 ⇒ (1) + 10 + (3, 2, 6) + (4) + (1) = 27 Defeated.
    recharge: 1d12 + 10 + 1d4 ⇒ (3) + 10 + (4) = 17 Defeated.

    Bury the Greathelm to explore again. random, only 3 left: 1d3 ⇒ 2 Maze Tapestry... HAHAHAH! I auto-fail a WIsdom 15 and build and move to the Maze.

    I think that's all I can do, since I mis-read the Deskari fight option.

    Tup ends up at a confusing location all by himself, but he has put so much fear into the demon lord Deskari that he is whisked away with all of his goblin buddies to PREPARE FOR FINAL BATTLE!! We win!


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

    Just for the sake of seeing how I would have done:
    Casting Death's Touch. 4 blessings from other gobs.
    Combat 66: 1d20 + 11 + 2d20 + 2d6 + 3 + 1d6 + 1d4 + 3d20 ⇒ (20) + 11 + (8, 7) + (4, 5) + 3 + (5) + (3) + (15, 1, 14) = 96


    DEVELOPMENT:
    With a funny 'ploop' sound, the rift closes up. There have been mighty casualties on both sides, most of them cause by you. You've sneaked and stabbed and burned all the things there were to sneak and stab and burn.

    As Deskari is beaten back to the Rasping Rift, he screams in pain and rage, which is pretty funny. Over the shoulder of the beaten Locust King, his powerful father, Pazuzu, appears and eyes you hungrily. “My son may be an everlasting disappointment, but for once he offers me something truly interesting.” You nod vigorously at "everlasting disappointment," and can't disagree with "truly interesting" either.

    Deskari may be defeated, but the Demon Prince of Air seems to have plans for you. Apparently there's one more thing to sneak and stab and burn after all.

    SCENARIO REWARD:

  • Each character gains a card feat, a skill feat, and a power feat.
  • For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Deskari’s Tooth. At the end of each scenario, return the loot to the game box.
  • Each character gains a medal on the troop Champions of Mendev. (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

    ACQUIRED CARDS:
    Weapon 4 Blackaxe
    Weapon 6 Infinite Rod
    Weapon 3 Sawtooth Sabre +2
    Weapon 3 Skirmishing Spear
    Weapon 5 Spellbreaker
    Spell 5 Breath of Life
    Spell 2 Charm Monster
    Spell 5 Icy Prison
    Spell 4 Lend Mythic Path
    Spell 6 Miracle
    Spell 6 Time Stop
    Armor 2 Armor of the Pious
    Armor 4 Ebon Thorn
    Armor 2 Imperial Army Greathelm
    Item 3 Spellbottle
    Ally B Demon Hunter
    Ally 3 Druid of the Leaf
    Ally B Mendevian Crusader
    Ally 4 Merchant Lord
    Ally B Raconteur


  • Reta's Hand Greatest Leader Ever!!

    Dexterity skill feat.
    Hand size power feat.
    Weapon card feat.

    Weapon 6: 1d1000 ⇒ 572
    Force Sling +3


    Deskari's Tooth:
    Deskari's Tooth
    Loot Weapon 6

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Mythic

    Check

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 3d4+6; you may additionally expend a mythic charge to add another 1d20 and the Acid or Poison trait.
    When playing another weapon, you may discard this card to add 2d4+2 and the Acid or Poison trait to your combat check.
    After you draw the last card of your deck, bury this card to shuffle 5 random cards from your discard pile into your deck.


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

    Dexterity skill feat, hand size 9 power feat, final item card feat. No upgrade. Pulling an Item 2 (Byzantine Lexicon) from the box, as well as BoSeventhVeil to replace my banished blessing 2.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Int skill feat. Recharge a card to reduce BYA damage to 0 power feat. Item card feat.

    Will take Scrying to back from banishment and fill the new Item slot with Ivory Dice.

    No deck upgrade.


    1-P: DREAD LORD RISING

    With the Worldwound closing and Golarion at the brink of salvation, Deskari whines out to his father, the demon lord Pazuzu. Deskari offers his entire realm to Pazuzu if he will only save him from destruction. You snigger at how pathetic he sounds, but Pazuzu sees a chance to pounce.

    “So much tasty goodness!” Pazuzu calls out. “Son, your failure has borne such delicious fruit!”

    With so many good champions gathered in one place, Pazuzu has an opportunity few demon lords ever attain. An army of righteous soldiers is something one rarely gets a chance to pervert. So he and his host of flying demons appear at the closing rift and send out a wave of possession among your allies. One by one, you see them falling under the demon lord’s sway. If this is allowed to proceed, the greatest force for good in the world will become champions of evil.

    Queen Galfrey II calls out to you, “Heroes! Pazuzu seeks to rob you of our soldiers, and then he will rob you of your mythic power! We are so close to victory! We cannot let this be our last stand!” You don't care much about the soliders, but you're pretty fond of your mythical-ness. You can't let that happen!

    Quickly, while much of your army retains its sanity, now is the time to strike! The King of the Wind Demons’ corrupt host shall fall today, and with its defeat, the schemes of demons across the Abyss will suffer great wounds. Golarion has waited long enough to be free of the Worldwound’s scar. Today the world shall heal.. and then hopefully you'll get paid.

    VILLAIN:
    PAZUZU
    HENCHMEN:
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    LOCATIONS:
    1 CELESTIAL BEACON
    1 GATE OF THE WORLDWOUND
    1 EAGLE ROCK
    2 WATCHTOWER
    3 PARADISE HILL
    4 CANYON
    5 GREAT HALL
    6 ABYSSAL RIVER

    DURING THIS ADVENTURE:

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.


  • During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario: 1-P: DREAD LORD RISING

    With the Worldwound closing and Golarion at the brink of salvation, Deskari whines out to his father, the demon lord Pazuzu. Deskari offers his entire realm to Pazuzu if he will only save him from destruction. You snigger at how pathetic he sounds, but Pazuzu sees a chance to pounce.

    “So much tasty goodness!” Pazuzu calls out. “Son, your failure has borne such delicious fruit!”

    With so many good champions gathered in one place, Pazuzu has an opportunity few demon lords ever attain. An army of righteous soldiers is something one rarely gets a chance to pervert. So he and his host of flying demons appear at the closing rift and send out a wave of possession among your allies. One by one, you see them falling under the demon lord’s sway. If this is allowed to proceed, the greatest force for good in the world will become champions of evil.

    Queen Galfrey II calls out to you, “Heroes? Heroes, I guess... Pazuzu seeks to rob you of our soldiers, and then he will rob you of your mythic power! We are so close to victory! We cannot let this be our last stand!” You don't care much about the soliders, but you're pretty fond of your mythical-ness. You can't let that happen!

    Quickly, while much of your army retains its sanity, now is the time to strike! The King of the Wind Demons’ corrupt host shall fall today, and with its defeat, the schemes of demons across the Abyss will suffer great wounds. Golarion has waited long enough to be free of the Worldwound’s scar. Today the world shall heal.. and then hopefully you'll get paid.

    VILLAIN:
    PAZUZU
    HENCHMEN:
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    LOCATIONS:
    1 CELESTIAL BEACON
    1 GATE OF THE WORLDWOUND
    1 EAGLE ROCK
    2 WATCHTOWER
    3 PARADISE HILL
    4 CANYON
    5 GREAT HALL
    6 ABYSSAL RIVER

    DURING THIS ADVENTURE:

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Urannag
    Monster 4

    Traits
    Construct
    Obstacle
    Lock

    Check
    Combat
    30
    OR
    Disable
    17

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

    Monster 2
    Spoiler:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Monster 3
    Spoiler:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    Alderpash's Ghoul
    Monster 5

    Traits
    Undead
    Ghoul

    Check
    Combat
    23

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

    Monster 5
    Spoiler:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Magic Ray Fusillade
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Arcane
    Acrobatics
    Stealth
    18

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

    Barrier 3
    Spoiler:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Barrier 4
    Spoiler:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Holy Glaive of Speed
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 2
    Spoiler:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

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

    Weapon 3
    Spoiler:
    Shocking Lance +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 4
    Spoiler:
    Planar Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Weapon 5
    Spoiler:
    Heavy Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    Rune of Jandelay
    Spell 5

    Traits
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    14

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

    Spell 2
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

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

    Spell 3
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Spell 5
    Spoiler:
    Sign of Wrath
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Random Armors:
    Armor 1
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Armor 2
    Spoiler:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

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

    Armor 3
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 4
    Spoiler:
    Tarnhelm
    Armor 6

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    20

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

    Armor 5
    Spoiler:
    Ebon Thorn
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Random Items:
    Item 1
    Spoiler:
    Boomcrown
    Item 4

    Traits
    Accessory
    Magic
    Attack
    Veteran

    Check
    Charisma
    Divine
    13

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

    Item 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Demon Hunter's Handbook
    Item B

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Item 4
    Spoiler:
    Tome of Physical Might
    Item 4

    Traits
    Book
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Item 5
    Spoiler:
    Tome of Mental Prowess
    Item 3

    Traits
    Book
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Random Allies:
    Ally 1
    Spoiler:
    Mendevian Crusader
    Ally B

    Traits
    Human
    Soldier

    Check
    Divine
    9
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 5
    Spoiler:
    Redeemer Blacksmith
    Ally 3

    Traits
    Human
    Hireling

    Check
    Intelligence
    Craft
    8
    THEN
    Charisma
    Diplomacy
    9

    Powers
    Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
    Discard this card to explore your location.

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

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Turn: 1 Reepazo/Redeux

    Top of Blessing Discard Pile: Blessing of Baphomet

    Top Blessing:
    Blessing of Baphomet
    Blessing C

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Reta)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 4 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 Qualzar Furryface)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 5 (Turn 6 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 9 Poog)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 12 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Celestial Beacon
    At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
    When Closing: Summon and acquire a random non-Basic blessing.
    When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
    M:3 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:2 ?:1

    Celestial Beacon Card 1:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

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

    Celestial Beacon Card 2:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Celestial Beacon Card 3:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

    Celestial Beacon Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Celestial Beacon Card 5:
    Merchant Lord
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Celestial Beacon Card 6:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

    Celestial Beacon Card 7:
    Iron Flask
    Item 6

    Traits
    Item
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

    Celestial Beacon Card 8:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Celestial Beacon Card 9:
    Elder Fire Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    33

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

    Celestial Beacon Card 10:
    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.

    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 ?:1

    Gate of the Worldwound Card 1:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 2:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 3:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Gate of the Worldwound Card 4:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

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

    Gate of the Worldwound Card 5:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Gate of the Worldwound Card 6:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    Gate of the Worldwound Card 7:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Gate of the Worldwound Card 8:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Gate of the Worldwound Card 9:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

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

    Gate of the Worldwound Card 10:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Eagle Rock Card 2:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Eagle Rock Card 3:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Eagle Rock Card 4:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

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

    Eagle Rock Card 5:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Eagle Rock Card 7:
    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.

    Eagle Rock Card 8:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Eagle Rock Card 9:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Eagle Rock Card 10:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Watchtower Card 1:
    Decemvirate Helm
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Watchtower Card 2:
    Druid of the Leaf
    Ally 3

    Traits
    Human
    Druid
    Veteran

    Check
    Perception
    7
    OR
    Charisma
    Diplomacy
    9

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

    Watchtower Card 3:
    Sword of Subtlety
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Watchtower Card 4:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

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

    Watchtower Card 5:
    Immolation Cloak
    Armor 6

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Intelligence
    Arcane
    12

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

    Watchtower Card 6:
    Sawtooth Sabre +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran

    Check
    Strength
    Melee
    11

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

    Watchtower Card 7:
    Suurlahetas
    Ally 5

    Traits
    Outsider
    Devil

    Check
    None
    0

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

    Watchtower Card 8:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Watchtower Card 9:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Watchtower Card 10:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:3 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

    Paradise Hill Card 1:
    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.

    Paradise Hill Card 2:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Paradise Hill Card 3:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

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

    Paradise Hill Card 4:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Paradise Hill Card 5:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Paradise Hill Card 6:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

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

    Paradise Hill Card 7:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

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

    Paradise Hill Card 8:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Paradise Hill Card 9:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Paradise Hill Card 10:
    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.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

    Canyon Card 1:
    Traitor's Blade
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    13

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

    Canyon Card 2:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Canyon Card 3:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Canyon Card 4:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon Card 5:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Canyon Card 6:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Canyon Card 7:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

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

    Canyon Card 8:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Canyon Card 9:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

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

    Canyon Card 10:
    Flensing Walls
    Barrier 6

    Traits
    Obstacle
    Magic

    Check
    Arcane
    Divine
    20
    OR
    Disable
    17

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

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

    Great Hall Card 1:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Great Hall Card 2:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Great Hall Card 3:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Great Hall Card 4:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Great Hall Card 5:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

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

    Great Hall Card 6:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Great Hall Card 7:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 8:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Great Hall Card 9:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Great Hall Card 10:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

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


  • Celestial Beacon

    Reepazo squished some bugs and wrote:

    Hand: Blancher, BoAbraxas 1, Holy Javelin, Reformarium Servant, BoAbraxas 2, Limp Lash,

    Deck: 16 Discard: 0 Buried: 0, Displayed:
    Notes:
    Bugform Active: Y, Mythic Charges: 6, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

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

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

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

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

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

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


    (Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011
    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Arcane Cannonade, Create Mindscape, Ice Chemist, Repulsion, Goblin Fire Drum, Staff of Dark Flame, Blessing of Qi Zhong, Limp Lash, Channel the Gift, Deliverance,

    Displayed:
    Deck: 13 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: 5 Current die bumps: 2 Reroll: Not used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Intelligence d6 [X] +1 [X] +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 [X] 9 [ ] 11
    Proficient with: None
    Powers:
    For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
    [X] When you banish a spell from your hand not for its power, draw a spell from the box.
    When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
    [X] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
    [ ] Reduce Fire damage dealt to you by 1.
    [X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
    Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
    Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 or Fortitude: Constitution +5 or Ranged: Dexterity +5 until the end of the turn.


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

    Redeemed Cards:

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

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

    Lone Shark Games

    Celestial Beacon sounds great.

    Poog

    Hand: Animalbane Horsechopper +3, Blessing of Qi Zhong, Cleric of Nethys, Blessing of Achaekek, Blessing of the All Seeing Eye, Dogfinder, Samisen of Oracular Vision,
    Deck: 15 Discard: 0 Buried: 0
    Displayed: God of Goblin Leaders,
    Notes: Mythic Charges: 7.

    Skills and Powers:
    SKILLS
    Strength d8+7 ■+1 ■+2 ■+3 ■+4
    . Melee: Strength +1
    Dexterity d4 □+1
    Constitution d8 □+1 □+2 □+3
    Intelligence d6 □+1 □+2
    Wisdom d10+7 ■+1 ■+2 ■+3
    . Divine: Wisdom +2
    . Survival: Wisdom +1
    Charisma d6+7 □+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 recharge a random card from your discard pile and draw a card.
    ■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d8 and you may add the Fire trait


    Reta's Hand Greatest Leader Ever!!

    Watchtower.

    Reta wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    DEXTERITY d10+4
    -RANGED: DEXTERITY +2
    CONSTITUTION d8+1
    -FORTITUDE: CONSTITUTION +1
    INTELLIGENCE d6
    WISDOM d6+2
    -PERCEPTION: WISDOM +3
    CHARISMA d4

    Powers
    HAND SIZE 8
    PROFICIENT WITH Light Armors Weapons
    When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
    ☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
    ☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

    Hand: Force Sling +3, Ophidian Armor, Slaying Bolts, Mighty Gugmuff XXXII, Swiftshooter, Velociraptor, Blessing of Shizuru, Blessing of the Inheritor
    Deck: 14 Discard: 0 Buried: 0 Displayed: 1
    Notes: Mythic Charges: 7/7
    Reroll: Not used

    Display my Slaying Bolts right away.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Q is for "Qanyon"!

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Blessing of Droskar, Vestments of False Faith, Bear, Amulet of the Abyss, Wand of Treasure Finding, Good Omen, Stole of the Inheritor,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes:
    Mythic Charges: 6 Die Bumps: 1 Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d6 [ ] +1 [ ] +2
    DEXTERITY d6 [ ] +1 [ ] +2
    CONSTITUTION d4 [ ]+1
    INTELLIGENCE d10 [x] +1 [x] +2 [x] +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 ([x] 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 explores and finds Divine Blaze. She displays Holy Javelin for bug form. then auto-acquire Divine Blaze

    Discard Reformarium servant to explore again. Find BoInheritor. She displays BoAbraxas 1 for bug form. then auto succeed BoInheritors check, which is then put on bottom of blessings deck Darn!!! i really wanted that!!

    Reepazo squished some bugs and wrote:

    Hand: Blancher, BoAbraxas 1, Gribbet, Armor of the Sands, Limp Lash, Divine Blaze (acquired),

    Deck: 14 Discard: 1 Buried: 0, Displayed: Holy Javelin, BoAbraxas 2,
    Notes:
    Bugform Active: Y, Mythic Charges: 7, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 [X]+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +7 [X]+8 [X]+9 [X]+10 [X]+11
    Divine: Wisdom +2
    CHARISMA d6 +7 []+8 []+9
    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
    celestial beacon card 1 acquired.
    Card 2 put on bottom of blessing deck


    Reta's Hand Greatest Leader Ever!!

    The hour is ascension.

    Reta explores the Watchtower.

    Free exploration: Decemvirate Helm
    Reta will fight a monster for it.
    Summon: Urannag
    Force Sling +3, Ophidian Armor
    Combat 30: 1d10 + 4 + 2 + 7 + 1d6 + 3 + 2 ⇒ (9) + 4 + 2 + 7 + (3) + 3 + 2 = 30
    Success
    Defeated
    Decemvirate Helm acquired.

    [ooc]Bury Decemvirate Helm to examine: Druid of the Leaf. Explore: Druid of the Leaf
    Perception 7: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
    Success
    Acquired

    Discard (recharge) Druid of the Leaf to explore: Sword of Subtlety
    Mythic, Ophidian Armor
    Melee 12: 1d10 + 4 + 2 + 7 + 2 ⇒ (7) + 4 + 2 + 7 + 2 = 22
    Success
    Acquired

    Discard (recharge) Swiftshooter to draw Celestial Crossbow +3 and explore: Cultist Archer
    BYA Perception 9: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
    Success
    Force Sling +3, Ophidian Armor
    Combat 14: 1d10 + 4 + 2 + 7 + 1d6 + 3 + 2 ⇒ (4) + 4 + 2 + 7 + (3) + 3 + 2 = 25
    Success
    Defeated
    To my bolts

    Bury Sword of Subtlety to examine: Immolation Cloak. I'll leave that for Tup.

    Ending my turn.
    Tup can give me a card if he wants.

    Reta wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    DEXTERITY d10+4
    -RANGED: DEXTERITY +2
    CONSTITUTION d8+1
    -FORTITUDE: CONSTITUTION +1
    INTELLIGENCE d6
    WISDOM d6+2
    -PERCEPTION: WISDOM +3
    CHARISMA d4

    Powers
    HAND SIZE 8
    PROFICIENT WITH Light Armors Weapons
    When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
    ☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
    ☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

    Hand: Celestial Crossbow +3, Force Sling +3, Houndhacker, Ophidian Armor, Mighty Gugmuff XXXII, Velociraptor, Blessing of Shizuru, Blessing of the Inheritor
    Deck: 14 Discard: 0 Buried: 2 Displayed: 3
    Notes: Mythic Charges: 7/7
    Reroll: Not used

    Acquired 1, 2, and 3. Defeated 4 and put it on my bolts. Examined 5 which is on top and known.


    During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario: 1-P: DREAD LORD RISING

    With the Worldwound closing and Golarion at the brink of salvation, Deskari whines out to his father, the demon lord Pazuzu. Deskari offers his entire realm to Pazuzu if he will only save him from destruction. You snigger at how pathetic he sounds, but Pazuzu sees a chance to pounce.

    “So much tasty goodness!” Pazuzu calls out. “Son, your failure has borne such delicious fruit!”

    With so many good champions gathered in one place, Pazuzu has an opportunity few demon lords ever attain. An army of righteous soldiers is something one rarely gets a chance to pervert. So he and his host of flying demons appear at the closing rift and send out a wave of possession among your allies. One by one, you see them falling under the demon lord’s sway. If this is allowed to proceed, the greatest force for good in the world will become champions of evil.

    Queen Galfrey II calls out to you, “Heroes? Heroes, I guess... Pazuzu seeks to rob you of our soldiers, and then he will rob you of your mythic power! We are so close to victory! We cannot let this be our last stand!” You don't care much about the soliders, but you're pretty fond of your mythical-ness. You can't let that happen!

    Quickly, while much of your army retains its sanity, now is the time to strike! The King of the Wind Demons’ corrupt host shall fall today, and with its defeat, the schemes of demons across the Abyss will suffer great wounds. Golarion has waited long enough to be free of the Worldwound’s scar. Today the world shall heal.. and then hopefully you'll get paid.

    VILLAIN:
    PAZUZU
    HENCHMEN:
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    LOCATIONS:
    1 CELESTIAL BEACON
    1 GATE OF THE WORLDWOUND
    1 EAGLE ROCK
    2 WATCHTOWER
    3 PARADISE HILL
    4 CANYON
    5 GREAT HALL
    6 ABYSSAL RIVER

    DURING THIS ADVENTURE:

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

    Monster 2
    Spoiler:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

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

    Monster 3
    Spoiler:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Monster 5
    Spoiler:
    Urannag
    Monster 4

    Traits
    Construct
    Obstacle
    Lock

    Check
    Combat
    30
    OR
    Disable
    17

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

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Magic Ray Fusillade
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Arcane
    Acrobatics
    Stealth
    18

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

    Barrier 4
    Spoiler:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

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

    Weapon 2
    Spoiler:
    Sunsword
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 3
    Spoiler:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Weapon 4
    Spoiler:
    Demonbane Longsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 5
    Spoiler:
    Scizore +3
    Weapon 4

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

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

    Random Spells:
    Spell 1
    Spoiler:
    Cape of Wasps
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 2
    Spoiler:
    Breath of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

    Spell 3
    Spoiler:
    Form of the Dragon
    Spell 6

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    15

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

    Spell 4
    Spoiler:
    Fire Shield
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Spell 5
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

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

    Random Armors:
    Armor 1
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 2
    Spoiler:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 3
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 4
    Spoiler:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Armor 5
    Spoiler:
    Demon Armor
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Random Items:
    Item 1
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 2
    Spoiler:
    Skinstitcher's Manual
    Item 4

    Traits
    Book
    Magic
    Corrupted
    Mythic

    Check
    Arcane
    Craft
    Divine
    Knowledge
    12

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

    Item 3
    Spoiler:
    Ring of Reflection
    Item 4

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Item 4
    Spoiler:
    Chaos Stone
    Item 5

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Item 5
    Spoiler:
    Wand of Paralyze
    Item B

    Traits
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Random Allies:
    Ally 1
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

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

    Ally 2
    Spoiler:
    Pit Gladiator
    Ally 4

    Traits
    Human
    Warrior

    Check
    Strength
    Melee
    12
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
    Discard this card to draw all the weapons from your discard pile, then explore your location.

    Ally 3
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 4
    Spoiler:
    Runelord Alderpash
    Ally 5

    Traits
    Undead
    Lich
    Evoker

    Check
    None
    0

    Powers
    Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
    Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
    Banish this card and discard your hand to permanently close your location, then end your turn.

    Ally 5
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    Combat
    9
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Turn: 3 Tup/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Shelyn

    Top Blessing:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Poog)
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 5 Qualzar Furryface)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 3 (Turn 6 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 7 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 8 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 9 Poog)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 12 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 14 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 16 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Celestial Beacon
    At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
    When Closing: Summon and acquire a random non-Basic blessing.
    When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
    M:3 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:2 ?:1
    Located here: Reepazo, Poog,

    Celestial Beacon Card 1:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

    Celestial Beacon Card 2:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Celestial Beacon Card 3:
    Merchant Lord
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Celestial Beacon Card 4:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

    Celestial Beacon Card 5:
    Iron Flask
    Item 6

    Traits
    Item
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

    Celestial Beacon Card 6:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Celestial Beacon Card 7:
    Elder Fire Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    33

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

    Celestial Beacon Card 8:
    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.

    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 ?:1

    Gate of the Worldwound Card 1:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 2:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 3:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Gate of the Worldwound Card 4:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

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

    Gate of the Worldwound Card 5:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Gate of the Worldwound Card 6:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    Gate of the Worldwound Card 7:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Gate of the Worldwound Card 8:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Gate of the Worldwound Card 9:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

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

    Gate of the Worldwound Card 10:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Eagle Rock Card 2:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Eagle Rock Card 3:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Eagle Rock Card 4:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

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

    Eagle Rock Card 5:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Eagle Rock Card 7:
    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.

    Eagle Rock Card 8:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Eagle Rock Card 9:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Eagle Rock Card 10:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Reta

    Watchtower Card 1 - Immolation Cloak:
    Immolation Cloak
    Armor 6

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Intelligence
    Arcane
    12

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

    Watchtower Card 2:
    Sawtooth Sabre +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran

    Check
    Strength
    Melee
    11

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

    Watchtower Card 3:
    Suurlahetas
    Ally 5

    Traits
    Outsider
    Devil

    Check
    None
    0

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

    Watchtower Card 4:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Watchtower Card 5:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Watchtower Card 6:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:3 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

    Paradise Hill Card 1:
    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.

    Paradise Hill Card 2:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Paradise Hill Card 3:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

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

    Paradise Hill Card 4:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Paradise Hill Card 5:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Paradise Hill Card 6:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

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

    Paradise Hill Card 7:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

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

    Paradise Hill Card 8:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Paradise Hill Card 9:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Paradise Hill Card 10:
    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.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Qualzar

    Canyon Card 1:
    Traitor's Blade
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    13

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

    Canyon Card 2:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Canyon Card 3:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Canyon Card 4:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon Card 5:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Canyon Card 6:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Canyon Card 7:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

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

    Canyon Card 8:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Canyon Card 9:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

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

    Canyon Card 10:
    Flensing Walls
    Barrier 6

    Traits
    Obstacle
    Magic

    Check
    Arcane
    Divine
    20
    OR
    Disable
    17

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

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

    Great Hall Card 1:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Great Hall Card 2:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Great Hall Card 3:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Great Hall Card 4:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Great Hall Card 5:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

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

    Great Hall Card 6:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Great Hall Card 7:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 8:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Great Hall Card 9:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Great Hall Card 10:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

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


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

    Tup, at the Watchtower with his friend Reta, casts some spells and then grabs that cool-looking cloak. Casting Create Mindscape, Arcane Cannonade and Repulsion. Also casting Channel the Gift to pull out Safety Bubble and display that. recharge Channel the Gift: 1d12 + 11 + 1d4 ⇒ (7) + 11 + (1) = 19 Recharged.
    cloak acquire Arcane 12: 1d12 + 12 + 1d4 ⇒ (9) + 12 + (3) = 24 Auto.

    He sends his icy alchemist friend to look around and finds a silly, useless weapon. Banish Sawtooth Saber

    Then he uses the power of Kee-Zong to look around more, and finds a Devil who wants to be his friend. The devil likes fire, so he says "I BE YOUR FRIEND!" Shuffle a random monster into each location. :-D

    recharge Repulsion: 1d12 + 12 + 1d4 ⇒ (7) + 12 + (4) = 23
    keep Arcane Cannonade: 1d12 + 12 + 1d4 ⇒ (4) + 12 + (1) = 17

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Suurlahetas, Limp Lash, Deliverance, Immolation Cloak, Goblin Fire Drum, Staff of Dark Flame, Death's Touch, Velociraptor, Byzantine Lexicon,

    Displayed: Create Mindscape, Arcane Cannonade, Safety Bubble,
    Deck: 11 Discard: 2 Buried: 0
    Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
    Current Mythic Charges: 7 Current die bumps: 2 Reroll: Not used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Intelligence d6 [X] +1 [X] +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 [X] 9 [ ] 11
    Proficient with: None
    Powers:
    For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
    [X] When you banish a spell from your hand not for its power, draw a spell from the box.
    When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
    [X] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
    [ ] Reduce Fire damage dealt to you by 1.
    [X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
    Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
    Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 or Fortitude: Constitution +5 or Ranged: Dexterity +5 until the end of the turn.


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

    Redeemed Cards:

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

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


    During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario: 1-P: DREAD LORD RISING

    With the Worldwound closing and Golarion at the brink of salvation, Deskari whines out to his father, the demon lord Pazuzu. Deskari offers his entire realm to Pazuzu if he will only save him from destruction. You snigger at how pathetic he sounds, but Pazuzu sees a chance to pounce.

    “So much tasty goodness!” Pazuzu calls out. “Son, your failure has borne such delicious fruit!”

    With so many good champions gathered in one place, Pazuzu has an opportunity few demon lords ever attain. An army of righteous soldiers is something one rarely gets a chance to pervert. So he and his host of flying demons appear at the closing rift and send out a wave of possession among your allies. One by one, you see them falling under the demon lord’s sway. If this is allowed to proceed, the greatest force for good in the world will become champions of evil.

    Queen Galfrey II calls out to you, “Heroes? Heroes, I guess... Pazuzu seeks to rob you of our soldiers, and then he will rob you of your mythic power! We are so close to victory! We cannot let this be our last stand!” You don't care much about the soliders, but you're pretty fond of your mythical-ness. You can't let that happen!

    Quickly, while much of your army retains its sanity, now is the time to strike! The King of the Wind Demons’ corrupt host shall fall today, and with its defeat, the schemes of demons across the Abyss will suffer great wounds. Golarion has waited long enough to be free of the Worldwound’s scar. Today the world shall heal.. and then hopefully you'll get paid.

    VILLAIN:
    PAZUZU
    HENCHMEN:
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    CORRUPTED SOLDIER
    PAZUZU’S HOST
    LOCATIONS:
    1 CELESTIAL BEACON
    1 GATE OF THE WORLDWOUND
    1 EAGLE ROCK
    2 WATCHTOWER
    3 PARADISE HILL
    4 CANYON
    5 GREAT HALL
    6 ABYSSAL RIVER

    DURING THIS ADVENTURE:

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Monster 2
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

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

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

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

    Monster 4
    Spoiler:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Monster 5
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Unstable Accelerant
    Barrier 6

    Traits
    Trap
    Alchemical

    Check
    None

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

    Barrier 3
    Spoiler:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Death by Pleasure
    Barrier 6

    Traits
    Obstacle
    Magic
    Mental

    Check
    Charisma
    Diplomacy
    Disable
    15

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

    Barrier 5
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Rapier of Puncturing
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 2
    Spoiler:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

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

    Weapon 3
    Spoiler:
    Planar Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Weapon 4
    Spoiler:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Weapon 5
    Spoiler:
    Heavy Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    Consecrate
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

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

    Spell 3
    Spoiler:
    Winds of Vengeance
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

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

    Spell 4
    Spoiler:
    Death's Touch
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 5
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

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

    Random Armors:
    Armor 1
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 2
    Spoiler:
    Armor of the Pious
    Armor 2

    Traits
    Heavy Armor
    Magic
    Healing

    Check
    Constitution
    Fortitude
    8

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

    Armor 3
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 4
    Spoiler:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Armor 5
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Random Items:
    Item 1
    Spoiler:
    Torc of the Heavens
    Item 5

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    13

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

    Item 2
    Spoiler:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

    Item 3
    Spoiler:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

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

    Item 4
    Spoiler:
    Demon Hunter's Handbook
    Item B

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Item 5
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Random Allies:
    Ally 1
    Spoiler:
    Raconteur
    Ally B

    Traits
    Gnome
    Bard

    Check
    Charisma
    Diplomacy
    5

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

    Ally 2
    Spoiler:
    Fortune-Teller
    Ally 1

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

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

    Ally 3
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

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

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

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessing 2
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 4 Poog/Keith Richmond

    Top of Blessing Discard Pile: Blessing of Sifkesh

    Top Blessing:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Qualzar Furryface)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 2 (Turn 6 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 7 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 8 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 9 Poog)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 12 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 14 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 16 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Celestial Beacon
    At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
    When Closing: Summon and acquire a random non-Basic blessing.
    When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
    M:4 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Reepazo, Poog,

    Celestial Beacon Card 1:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

    Celestial Beacon Card 2:
    Elder Fire Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    33

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

    Celestial Beacon Card 3:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Celestial Beacon Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Celestial Beacon Card 5:
    Merchant Lord
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Celestial Beacon Card 6:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

    Celestial Beacon Card 7:
    Iron Flask
    Item 6

    Traits
    Item
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

    Celestial Beacon Card 8:
    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.

    Celestial Beacon Card 9:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    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:4 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Gate of the Worldwound Card 1:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Gate of the Worldwound Card 2:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

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

    Gate of the Worldwound Card 3:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Gate of the Worldwound Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Gate of the Worldwound Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Gate of the Worldwound Card 6:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 7:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Gate of the Worldwound Card 8:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

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

    Gate of the Worldwound Card 9:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 10:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Gate of the Worldwound Card 11:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Eagle Rock Card 2:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Eagle Rock Card 3:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Eagle Rock Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Eagle Rock Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Eagle Rock Card 7:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

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

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Eagle Rock Card 10:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Eagle Rock Card 11:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta, Tup

    Watchtower Card 1:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Watchtower Card 2:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Watchtower Card 3:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Watchtower Card 4:
    Worldwound Grub
    Monster 6

    Traits
    Demon
    Vermin
    Mythic

    Check
    Combat
    28
    THEN
    Combat
    30

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

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:4 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

    Paradise Hill Card 1:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Paradise Hill Card 2:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Paradise Hill Card 3:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

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

    Paradise Hill Card 4:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Paradise Hill Card 5:
    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.

    Paradise Hill Card 6:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

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

    Paradise Hill Card 7:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

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

    Paradise Hill Card 8:
    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.

    Paradise Hill Card 9:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Paradise Hill Card 10:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Paradise Hill Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Qualzar

    Canyon Card 1:
    Traitor's Blade
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    13

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

    Canyon Card 2:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Canyon Card 3:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

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

    Canyon Card 4:
    Flensing Walls
    Barrier 6

    Traits
    Obstacle
    Magic

    Check
    Arcane
    Divine
    20
    OR
    Disable
    17

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

    Canyon Card 5:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

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

    Canyon Card 6:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon Card 7:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

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

    Canyon Card 8:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Canyon Card 9:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Canyon Card 10:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Canyon Card 11:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

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

    Great Hall Card 1:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

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

    Great Hall Card 2:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Great Hall Card 3:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Great Hall Card 4:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Great Hall Card 5:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

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

    Great Hall Card 6:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Great Hall Card 7:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Great Hall Card 8:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Great Hall Card 9:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 10:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Great Hall Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.


  • Poog peers into the Celestial Beacon and sees a Mirror Image scroll, Fire Demon, and a Corrupted Soldier.

    He'll set the Mirror Image scroll on fire, cause that's great. Then the All Seeing Eye leads him around the Fire Demon to the Corrupted Soldier.

    Poog mythically slaps the Corrupted Soldier across the face. The soldier goes spinning off towards the horizon, Pazuzu's mind control dispelled.
    Can't fail when I spend a mythic charge...

    Poog tosses a Blessing of the Starsong onto the fire to close the Celestial Beacon, recharging his All Seeing Eye as well.

    Poog

    Hand: Animalbane Horsechopper +3, Blessing of Qi Zhong, Cleric of Nethys, Blessing of Achaekek, Dogfinder, Safety Bubble, Breath of Life
    Deck: 15 Discard: 0 Buried: 0
    Displayed: God of Goblin Leaders,
    Notes: Mythic Charges: 7.

    Skills and Powers:
    SKILLS
    Strength d8+7 ■+1 ■+2 ■+3 ■+4
    . Melee: Strength +1
    Dexterity d4 □+1
    Constitution d8 □+1 □+2 □+3
    Intelligence d6 □+1 □+2
    Wisdom d10+7 ■+1 ■+2 ■+3
    . Divine: Wisdom +2
    . Survival: Wisdom +1
    Charisma d6+7 □+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 recharge a random card from your discard pile and draw a card.
    ■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d8 and you may add the Fire trait


    During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario: 1-P: DREAD LORD RISING

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Lost Soul
    Monster 3

    Traits
    Undead

    Check
    Combat
    19

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

    Monster 2
    Spoiler:
    Apocalypse Locust
    Monster 6

    Traits
    Outsider
    Vermin
    Mythic

    Check
    Combat
    24
    OR
    Wisdom
    Divine
    18

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

    Monster 3
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Monster 5
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    Barrier 4
    Spoiler:
    Rallying Cry
    Barrier 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 5
    Spoiler:
    Abyssal Shortcut
    Barrier 4

    Traits
    Temptation
    Abyssal

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Dragonbreath Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    15

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

    Weapon 2
    Spoiler:
    Shocking Lance +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 3
    Spoiler:
    Stalker's Crossbow
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    11

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

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Planar Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Form of the Dragon
    Spell 6

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    15

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

    Spell 2
    Spoiler:
    Steal Mythic Power
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

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

    Spell 4
    Spoiler:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Spell 5
    Spoiler:
    Winds of Vengeance
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

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

    Random Armors:
    Armor 1
    Spoiler:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Armor 2
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 3
    Spoiler:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Armor 4
    Spoiler:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

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

    Armor 5
    Spoiler:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

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

    Random Items:
    Item 1
    Spoiler:
    Lyre of Storms
    Item 4

    Traits
    Instrument
    Magic
    Mythic

    Check
    Charisma
    Divine
    12

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

    Item 2
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Item 3
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 4
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 5
    Spoiler:
    Planar Tuning Fork
    Item 2

    Traits
    Tool
    Magic

    Check
    Intelligence
    Knowledge
    10

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

    Random Allies:
    Ally 1
    Spoiler:
    Fortune-Teller
    Ally 1

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

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

    Ally 2
    Spoiler:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

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

    Ally 4
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Kamilo Dann
    Ally 2

    Traits
    Human
    Soldier

    Check
    None
    0

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

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

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Blessing 4
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessing 5
    Spoiler:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    Combat
    9
    OR
    Divine
    5

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

    Turn: 5 Qualzar Furryface/yamasaki

    Top of Blessing Discard Pile: Blessing of the Inheritor

    Top Blessing:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 7 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 9 Poog)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 12 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 14 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 16 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 12 (Turn 17 Reta)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reepazo, Poog,

    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:4 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Gate of the Worldwound Card 1:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Gate of the Worldwound Card 2:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

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

    Gate of the Worldwound Card 3:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Gate of the Worldwound Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Gate of the Worldwound Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Gate of the Worldwound Card 6:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 7:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Gate of the Worldwound Card 8:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

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

    Gate of the Worldwound Card 9:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 10:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Gate of the Worldwound Card 11:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Eagle Rock Card 2:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Eagle Rock Card 3:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Eagle Rock Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Eagle Rock Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Eagle Rock Card 7:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

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

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Eagle Rock Card 10:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Eagle Rock Card 11:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta, Tup

    Watchtower Card 1:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Watchtower Card 2:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Watchtower Card 3:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Watchtower Card 4:
    Worldwound Grub
    Monster 6

    Traits
    Demon
    Vermin
    Mythic

    Check
    Combat
    28
    THEN
    Combat
    30

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

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:4 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

    Paradise Hill Card 1:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Paradise Hill Card 2:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Paradise Hill Card 3:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

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

    Paradise Hill Card 4:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Paradise Hill Card 5:
    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.

    Paradise Hill Card 6:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

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

    Paradise Hill Card 7:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

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

    Paradise Hill Card 8:
    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.

    Paradise Hill Card 9:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Paradise Hill Card 10:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Paradise Hill Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:4 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Qualzar

    Canyon Card 1:
    Traitor's Blade
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Corrupted

    Check
    Dexterity
    Ranged
    13

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

    Canyon Card 2:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Canyon Card 3:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

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

    Canyon Card 4:
    Flensing Walls
    Barrier 6

    Traits
    Obstacle
    Magic

    Check
    Arcane
    Divine
    20
    OR
    Disable
    17

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

    Canyon Card 5:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

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

    Canyon Card 6:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon Card 7:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

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

    Canyon Card 8:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

    Canyon Card 9:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Canyon Card 10:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Canyon Card 11:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

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

    Great Hall Card 1:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

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

    Great Hall Card 2:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Great Hall Card 3:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Great Hall Card 4:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Great Hall Card 5:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

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

    Great Hall Card 6:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Great Hall Card 7:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Great Hall Card 8:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Great Hall Card 9:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 10:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Great Hall Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    The hour is the Inheritor and Q explores the Canyon. He finds a suspicious looking knife. Dexterity 13 with Good Omen: 1d6 + 8 ⇒ (6) + 8 = 14 Traitor's Blade acquired.

    He whips his Bear to scout ahead, and it bumbles into a Pit Trap. Veteran bane increase DC: 1d20 ⇒ 16 Perception 7+10+16=33 No way can Q have seen that and he falls taking Combat damage: 1d4 + 1 ⇒ (3) + 1 = 4. Reveals Stole of the Inheritor to reduce damage to 2. Discards Traitor's Blade and Wand of Treasure Finding.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Blessing of Droskar, Vestments of False Faith, Amulet of the Abyss, Stole of the Inheritor, Sign of Wrath, Dominate, Force Sling +3,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Notes:
    Mythic Charges: 7 Die Bumps: 1 Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d6 [ ] +1 [ ] +2
    DEXTERITY d6 [ ] +1 [ ] +2
    CONSTITUTION d4 [ ]+1
    INTELLIGENCE d10 [x] +1 [x] +2 [x] +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 ([x] or recharge) a card to reduce that damage to 0.
    [x] Add 2 ([x] 4) to your check to acquire an ally or to defeat a summoned monster.
    [ ] You gain the skill Stealth: Charisma +2.

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


    During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario: 1-P: DREAD LORD RISING

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

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

    Monster 2
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Fiendish Black Dragon
    Monster 6

    Traits
    Dragon
    Mythic

    Check
    Combat
    29

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

    Monster 4
    Spoiler:
    Upasunda
    Monster 5

    Traits
    Outsider
    Fiend
    Monk

    Check
    Combat
    24

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

    Monster 5
    Spoiler:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

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

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 2
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

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

    Barrier 3
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Anarchy Hammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic
    Corrupted
    Mythic

    Check
    Strength
    Melee
    16

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

    Weapon 2
    Spoiler:
    Demonbane Longsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 3
    Spoiler:
    Holy Glaive of Speed
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 4
    Spoiler:
    Rapier of Puncturing
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 5
    Spoiler:
    Scizore +3
    Weapon 4

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

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

    Random Spells:
    Spell 1
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 2
    Spoiler:
    Death's Touch
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 3
    Spoiler:
    Paralyze
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Immolation Cloak
    Armor 6

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Intelligence
    Arcane
    12

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

    Armor 2
    Spoiler:
    Eagle Knight Dress Uniform
    Armor 1

    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

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

    Armor 3
    Spoiler:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 4
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 5
    Spoiler:
    Pauldrons of Unflinching Fortitude
    Armor 5

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    13

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

    Random Items:
    Item 1
    Spoiler:
    Wand of Cancellation
    Item 1

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
    After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

    Item 2
    Spoiler:
    Book of the Damned
    Item 5

    Traits
    Book
    Magic
    Divine
    Corrupted

    Check
    Banish a blessing
    0

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

    Item 3
    Spoiler:
    Monkey's Paw
    Item C

    Traits
    Object
    Gambling
    Corrupted

    Check
    See Below
    0

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

    Item 4
    Spoiler:
    Wand of Paralyze
    Item B

    Traits
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Item 5
    Spoiler:
    Fortune's Arrow
    Item 3

    Traits
    Arrow
    Piercing
    Ranged
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    12

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

    Random Allies:
    Ally 1
    Spoiler:
    Interrogator
    Ally B

    Traits
    Human
    Inquisitor

    Check
    Knowledge
    6
    OR
    Charisma
    Diplomacy
    8

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

    Ally 2
    Spoiler:
    Jesker Helton
    Ally 3

    Traits
    Human
    Cleric

    Check
    None
    0

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

    Ally 3
    Spoiler:
    Mendevian Crusader
    Ally B

    Traits
    Human
    Soldier

    Check
    Divine
    9
    OR
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Pit Gladiator
    Ally 4

    Traits
    Human
    Warrior

    Check
    Strength
    Melee
    12
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
    Discard this card to draw all the weapons from your discard pile, then explore your location.

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

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Sifkesh
    Blessing 5

    Traits
    Divine
    Sifkesh
    Corrupted

    Check
    Bury any card
    0
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Shelyn
    Blessing C

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Turn: 6 Reepazo/Redeux

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Reta)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 9 Poog)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 12 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 14 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 16 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

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

    Blessings Deck Card 11 (Turn 17 Reta)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

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

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reepazo, Poog,

    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:4 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Gate of the Worldwound Card 1:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Gate of the Worldwound Card 2:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

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

    Gate of the Worldwound Card 3:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Gate of the Worldwound Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Gate of the Worldwound Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Gate of the Worldwound Card 6:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 7:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Gate of the Worldwound Card 8:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

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

    Gate of the Worldwound Card 9:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Gate of the Worldwound Card 10:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Gate of the Worldwound Card 11:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

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

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

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

    Eagle Rock Card 2:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

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

    Eagle Rock Card 3:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Eagle Rock Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Eagle Rock Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Eagle Rock Card 7:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

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

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Eagle Rock Card 10:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

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

    Eagle Rock Card 11:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta, Tup

    Watchtower Card 1:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

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

    Watchtower Card 2:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

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

    Watchtower Card 3:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Watchtower Card 4:
    Worldwound Grub
    Monster 6

    Traits
    Demon
    Vermin
    Mythic

    Check
    Combat
    28
    THEN
    Combat
    30

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

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:4 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

    Paradise Hill Card 1:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Paradise Hill Card 2:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

    Paradise Hill Card 3:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

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

    Paradise Hill Card 4:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Paradise Hill Card 5:
    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.

    Paradise Hill Card 6:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

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

    Paradise Hill Card 7:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

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

    Paradise Hill Card 8:
    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.

    Paradise Hill Card 9:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

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

    Paradise Hill Card 10:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Paradise Hill Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:4 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Qualzar
    Notes: Spiked Pit Trap

    Canyon Card 1:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon Card 2:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

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

    Canyon Card 3:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Canyon Card 4:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Canyon Card 5:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

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

    Canyon Card 6:
    Flensing Walls
    Barrier 6

    Traits
    Obstacle
    Magic

    Check
    Arcane
    Divine
    20
    OR
    Disable
    17

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

    Canyon Card 7:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Canyon Card 8:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Canyon Card 9:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

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

    Canyon Card 10:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

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

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

    Great Hall Card 1:
    Celestial Unicorn
    Ally 4

    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

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

    Great Hall Card 2:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Great Hall Card 3:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Great Hall Card 4:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Great Hall Card 5:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

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

    Great Hall Card 6:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Great Hall Card 7:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

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

    Great Hall Card 8:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Great Hall Card 9:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 10:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Great Hall Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.


  • Move to Great Hall and explore

    Celestial Unicorn :

    Ally 4
    Traits
    Animal
    Mount
    Mythic

    Check
    Wisdom
    Survival
    12
    OR
    Charisma
    Diplomacy
    12

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

    display armor of the sands for bug form.
    celestial unicorn dc 12 wis: 1d12 + 11 ⇒ (2) + 11 = 13 acquired

    Discard Gribbet to explore. Temptation of invicibility. She displays divine blaze for bug form. Reepazo can't use any of those armors so she passes.

    reset hand and end turn.

    Reepazo squished some bugs and wrote:

    Hand: Blancher, BoAbraxas 1, Mace of Smiting, Talisman of True Faith, Limp Lash, Celestial Unicorn (acquired),

    Deck: 12 Discard: 2 Buried: 0, Displayed: Holy Javelin, BoAbraxas 2, Armor of the Sands, Divine Blaze (acquired),
    Notes:
    Bugform Active: Y, Mythic Charges: 7, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 [X]+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +7 [X]+8 [X]+9 [X]+10 [X]+11
    Divine: Wisdom +2
    CHARISMA d6 +7 []+8 []+9
    Survival: Charisma +3

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

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

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

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

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


    During This Adventure:

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

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

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

    During This Scenario: 1-P: DREAD LORD RISING

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Tarry Fiend
    Monster 5

    Traits
    Outsider
    Fiend

    Check
    Combat
    21

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

    Monster 2
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

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

    Monster 3
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

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

    Monster 4
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Mythic Glyph
    Barrier 4

    Traits
    Trap
    Magic
    Arcane
    Mythic

    Check
    Arcane
    Divine
    17
    OR
    Intelligence
    Knowledge
    Stealth
    14

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

    Barrier 2
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 3
    Spoiler:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

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

    Barrier 4
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

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

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

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 2
    Spoiler:
    Planar Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Weapon 3
    Spoiler:
    Master's Lash
    Weapon 6

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    Dexterity
    16

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

    Weapon 4
    Spoiler:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

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

    Weapon 5
    Spoiler:
    Sawtooth Sabre +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Death's Touch
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 2
    Spoiler:
    Cape of Wasps
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 3
    Spoiler:
    Death's Touch
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

    Spell 4
    Spoiler:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

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

    Spell 5
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Pauldrons of Unflinching Fortitude
    Armor 5

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    13

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

    Armor 2
    Spoiler:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Tarnhelm
    Armor 6

    Traits
    Heavy Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    20

    Powers
    Recharge this card and expend a mythic charge to add 1d20 and the Acid, Cold, Electricity, Fire or Poison trait to your combat check; after the encounter, you may move yourself and any number of characters from your location to 1 other location.
    Reveal this card to reduce Combat damage dealt to you by 3; you may play another armor on this check.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Staff of the Heirophant
    Item 6

    Traits
    Staff
    Magic
    Divine
    Mythic

    Check
    Wisdom
    Divine
    17

    Powers
    Reveal this card and recharge a spell that has the Divine trait to add 1d8 to any check by a character at your location.
    Display this card. While displayed, when you recharge a spell that has the Divine trait after playing it, you may expend a mythic charge to put that spell on top of this card. At the end of the turn, put this card and any cards on it on top of your deck.

    Item 2
    Spoiler:
    Ring of Reflection
    Item 4

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

    Item 3
    Spoiler:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

    Powers
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Item 4
    Spoiler:
    Wand of Paralyze
    Item B

    Traits
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

    Powers
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Random Allies:
    Ally 1
    Spoiler:
    Raconteur
    Ally B

    Traits
    Gnome
    Bard

    Check
    Charisma
    Diplomacy
    5

    Powers
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Pit Gladiator
    Ally 4

    Traits
    Human
    Warrior

    Check
    Strength
    Melee
    12
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
    Discard this card to draw all the weapons from your discard pile, then explore your location.

    Ally 3
    Spoiler:
    Merchant Lord
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    Discard this card to give any number of cards to another character.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Kamilo Dann
    Ally 2

    Traits
    Human
    Soldier

    Check
    None
    0

    Powers
    When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
    Discard this card to add 1d6 to your combat check.
    Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

    Ally 5
    Spoiler:
    Riftwarden
    Ally 1

    Traits
    Human
    Wizard

    Check
    Intelligence
    Knowledge
    7
    OR
    Diplomacy
    10

    Powers
    Recharge this card to add 1 die to your check to close a location.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Abadar
    Blessing 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.

    Turn: 7 Reta/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Baphomet

    Top Blessing:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


    Blessings Remaining: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Tup)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 2 (Turn 9 Poog)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 3 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 (Turn 12 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 (Turn 14 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 8 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 16 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

    Blessings Deck Card 10 (Turn 17 Reta)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Celestial Beacon
    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,

    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:4 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Gate of the Worldwound Card 1:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Gate of the Worldwound Card 2:
    Insane Bythos
    Monster 6

    Traits
    Outsider

    Check
    Combat
    26

    Powers
    The Insane Bythos is immune to the Cold and Poison traits.
    Before you act, shuffle all characters' role cards and deal 1 to each character, who places it checked side up over the Powers section of her character card and uses checked powers from the new role card instead of her normal powers. If defeated, or at the end of the scenario, return the role cards to their owners.
    If undefeated, advance the blessings deck.

    Gate of the Worldwound Card 3:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

    Powers
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.

    Gate of the Worldwound Card 4:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Gate of the Worldwound Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

    Powers
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
    If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Gate of the Worldwound Card 6:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Gate of the Worldwound Card 7:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Gate of the Worldwound Card 8:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

    Powers
    The Spite Demon is immune to the Electricity and Poison traits.
    Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

    Gate of the Worldwound Card 9:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

    Powers
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

    Gate of the Worldwound Card 10:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

    Powers
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    Gate of the Worldwound Card 11:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

    Powers
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

    Powers
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Eagle Rock Card 2:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

    Powers
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Eagle Rock Card 3:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Eagle Rock Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Eagle Rock Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

    Powers
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
    If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

    Powers
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Eagle Rock Card 7:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

    Powers
    The Apocalypse Demon is immune to the Electricity and Poison traits.
    Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
    If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.

    Eagle Rock Card 10:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Eagle Rock Card 11:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta, Tup

    Watchtower Card 1:
    Gift of Shamira
    Barrier 4

    Traits
    Temptation
    Demon

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

    Watchtower Card 2:
    Horned Demon
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    26

    Powers
    The Horned Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.

    Watchtower Card 3:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Watchtower Card 4:
    Worldwound Grub
    Monster 6

    Traits
    Demon
    Vermin
    Mythic

    Check
    Combat
    28
    THEN
    Combat
    30

    Powers
    The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
    If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
    After you act, each character at your location is dealt 2d4 Force damage.

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:4 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

    Paradise Hill Card 1:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

    Powers
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Paradise Hill Card 2:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

    Powers
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

    Paradise Hill Card 3:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Paradise Hill Card 4:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    Paradise Hill Card 5:
    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.

    Paradise Hill Card 6:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

    Powers
    The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
    Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.

    Paradise Hill Card 7:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

    Powers
    Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
    After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.

    Paradise Hill Card 8:
    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.

    Paradise Hill Card 9:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

    Powers
    The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
    If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

    Paradise Hill Card 10:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Paradise Hill Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:4 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Qualzar
    Notes: Spiked Pit Trap

    Canyon Card 1:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon Card 2:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

    Powers
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.

    Canyon Card 3:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

    Powers
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Canyon Card 4:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Canyon Card 5:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

    Powers
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Canyon Card 6:
    Flensing Walls
    Barrier 6

    Traits
    Obstacle
    Magic

    Check
    Arcane
    Divine
    20
    OR
    Disable
    17

    Powers
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

    Canyon Card 7:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

    Powers
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Canyon Card 8:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Canyon Card 9:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

    Powers
    The Deacon of Death is immune to the Acid and Poison traits.
    Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
    If any characters are dead, the difficulty to defeat is increased by 10.

    Canyon Card 10:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

    Powers
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M:2 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo,

    Great Hall Card 1:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Great Hall Card 2:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Great Hall Card 3:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
    After you shuffle a location deck, reveal this card to examine its top card.

    Great Hall Card 4:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

    Powers
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    In undefeated, banish an ally that does not have the Animal trait.

    Great Hall Card 5:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

    Powers
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Great Hall Card 6:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Great Hall Card 7:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 8:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Great Hall Card 9:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.


  • Reta's Hand Greatest Leader Ever!!

    Free exploration: Gift of Shamira
    Reta finds some mail that was clearly a valentine meant for Qualzar.
    Defeated.
    It goes by the scenario.

    Discard (recharge) Velociraptor to explore: Horned Demon
    Reta finds something that wants to die.
    Blessing of the Inheritor
    BYA Wisdom 12: 1d6 + 2 + 3d6 ⇒ (2) + 2 + (4, 4, 5) = 17
    Success
    Celestial Crossbow +3, Ophidian Armor, Raptor
    Combat 26: 1d10 + 4 + 2 + 7 + 1d8 + 3 + 2d6 + 2d6 ⇒ (6) + 4 + 2 + 7 + (2) + 3 + (5, 5) + (4, 3) = 41
    Success
    Defeated
    To my bolts.
    Gain a charge.

    Bury Force Sling +3 to examine: Pazuzu
    Reta finds the demon guy that wants to give Reta his throne. She leaves him there so her goblin henchmen can get with the program and get in position to overthrow his kingdom.

    Ending my turn.
    Tup hands Reta Deliverance, which Reta discards when resetting her hand. Tup can draw a card.

    Reta wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    DEXTERITY d10+4
    -RANGED: DEXTERITY +2
    CONSTITUTION d8+1
    -FORTITUDE: CONSTITUTION +1
    INTELLIGENCE d6
    WISDOM d6+2
    -PERCEPTION: WISDOM +3
    CHARISMA d4

    Powers
    HAND SIZE 8
    PROFICIENT WITH Light Armors Weapons
    When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
    ☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
    ☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

    Hand: Celestial Crossbow +3, Houndhacker, Starbow, Ophidian Armor, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Blessing of Old Deadeye, Blessing of Shizuru
    Deck: 12 Discard: 2 Buried: 3 Displayed: 4
    Notes: Mythic Charges: 7/7
    Reroll: Not used
    Slaying Bolts Traits: Half-Elf, Cultists, Archer, Demon, Outsider


    (Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

    keep up Arcane Cannonade: 1d12 + 12 ⇒ (1) + 12 = 13 Auto.

    Tup moves tot he Gate of the Worldwound and looks for some demony guys to kill. He finds a spell.
    Arcane 10: 1d12 + 12 ⇒ (10) + 12 = 22 Auto.

    Then he sends his Raptor to look around, finding the INSANE BYTHOS! We all randomly trade role cards! LOL! 1=Tup, 2=Poog, 3=Q, 4=Reep, 5=Reta
    Tup gets: 1d5 ⇒ 4 Reepazo's role card!
    Poog gets: 1d4 ⇒ 1 Tup's role card!
    Q gets: 1d3 ⇒ 2 His own role card!
    Reep gets: 1d2 ⇒ 1 Poog's role card!
    And Reta gets her own!

    Pausing here to determine my current powers LOL


    here's your powers

    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.


    (Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

    Tup feels weirdo bug powers filling him up, but also his normal fiery awesomeness draining away! He is sad, because bugs are much weaker then fire, obviously. He still has his spells, though. Casting Limp Lash. I'll also discard Suurlehatas to add 2d6 and Fire, then display my Fire drum and recharge a card to add 1d12.
    Combat 26: 1d12 + 12 + 2d6 + 2d6 + 1d12 ⇒ (12) + 12 + (5, 4) + (1, 4) + (8) = 46 Defeated. We get our role cards back... unfortunately LOL.
    recharge Limp Lash: 1d12 + 12 ⇒ (9) + 12 = 21 Recharged.

    Archmage Tup the Terrible, Destroyer of Worlds wrote:

    Hand: Cloudburst, Wand of Flying, Deliverance, Immolation Cloak, Autumn Witch, Staff of Dark Flame, Death's Touch, Byzantine Lexicon, Ice Strike,

    Displayed: Create Mindscape, Arcane Cannonade, Goblin Fire Drum, Safety Bubble,
    Deck: 9 Discard: 4 Buried: 0
    Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
    Current Mythic Charges: 7 Current die bumps: 2 Reroll: Not used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d8 [X] +1 [ ] +2 [ ] +3
    Acrobatics: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Intelligence d6 [X] +1 [X] +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 [X] 9 [ ] 11
    Proficient with: None
    Powers:
    For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
    [X] When you banish a spell from your hand not for its power, draw a spell from the box.
    When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
    [X] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
    [ ] Reduce Fire damage dealt to you by 1.
    [X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
    Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
    Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 or Fortitude: Constitution +5 or Ranged: Dexterity +5 until the end of the turn.


    Deliverance:
    Deliverance (Cohort P)
    Animal
    Owner: Tup
    Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
    When you would banish this card from a location deck, you may add it to Tup’s hand instead.

    Redeemed Cards:

    Black Robe
    Loot Item 3
    Traits
    Accessory
    Magic
    Corrupted
    Powers
    Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
    Discard this card to put a spell from your discard pile on top of your deck.
    After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.

    Fasciculus Labyrinthum
    Loot Item 4
    Traits
    Book
    Magic
    Corrupted
    Powers
    Reveal this card to add 2d4 to your check against a bane that has the Minotaur trait.
    Discard this card to ignore any effect that would move you to a random location.
    After playing this card, if it does not have the Corrupted trait, succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.


    During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
    Favored of Deskari:
    Favored of Deskari
    Henchman Monster 6

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

    Powers
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge.
    If you succeed at the check to defeat, reroll the dice; take the new result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mythic Goblin Champions!:

    [ ] Mythic Medal of Stabbing: Melee: Strength + 5
    [ ] Mythic Medal of Throwing Pointy Things: Ranged: Dexterity + 5
    [ ] Mythic Medal of Iron Bellies: Fortitude: Constitution + 5
    [ ] Mythic Medal of Smrtness: Knowledge: Intelligence + 5
    [ ] Mythic Medal of the Goblin Hero-Gods: Divine: Wisdom + 5
    [ ] Mythic Medal of Giant Fireball Explosions: Arcane: Charisma + 5

    During This Scenario: 1-P: DREAD LORD RISING

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Gift of Shamira displayed: While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.

    Monster 2
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

    Powers
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    In undefeated, banish an ally that does not have the Animal trait.

    Monster 3
    Spoiler:
    Immortal Ichor
    Monster 6

    Traits
    Ooze
    Mythic

    Check
    Combat
    27

    Powers
    The Immortal Ichor is immune to the Acid, Bludgeoning, Cold, Electricity, Mental, Piercing, and Poison traits. All damage dealt by the Immortal Ichor is Mental damage which may not be reduced.
    While you act, a random other character at your location may not play cards or use powers during the encounter.

    Monster 4
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

    Powers
    The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
    Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
    If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

    Monster 5
    Spoiler:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

    Powers
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Greed
    Barrier 4

    Traits
    Temptation

    Check
    None
    0

    Powers
    Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 2
    Spoiler:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Barrier 3
    Spoiler:
    Temptation of Arms
    Barrier C

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Barrier 5
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

    Powers
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Blackaxe
    Weapon 4

    Traits
    Axe
    Melee
    Slashing
    2-Handed
    Magic
    Corrupted
    Veteran

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

    Weapon 2
    Spoiler:
    Shocking Lance +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

    Weapon 3
    Spoiler:
    Heavy Pick +2
    Weapon 4

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

    Weapon 4
    Spoiler:
    Disrupting Warhammer
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Mace of Smiting
    Weapon 6

    Traits
    Mace
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

    Random Spells:
    Spell 1
    Spoiler:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Dismissal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    8

    Powers
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

    Powers
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    Spell 5
    Spoiler:
    Time Stop
    Spell 6

    Traits
    Magic
    Arcane
    Mythic

    Check
    Intelligence
    Arcane
    20

    Powers
    Bury this card and expend a mythic charge. Search your deck for any number of cards and put them in your hand; if you play this card during an encounter, you may play any number of cards of each type during the encounter.
    After playing this card, if you do not have the Arcane skill, banish it.

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

    Powers
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Expeditious Chain Mail
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Acrobatics
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Iron Flask
    Item 6

    Traits
    Item
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    When you encounter a monster that has the Elemental or Outsider trait from a location deck, you may display this card next to that deck and put the monster on top of this card. The monster is neither defeated nor undefeated; it still counts as part of its location deck except for the purpose of exploring. At the end of your turn, put the monster on the top or bottom of its location deck and bury this card.

    Item 2
    Spoiler:
    Evocation Staff
    Item 5

    Traits
    Staff
    Attack
    Arcane
    Magic

    Check
    Intellgence
    Arcane
    14

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
    additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

    Item 3
    Spoiler:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

    Powers
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Item 4
    Spoiler:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

    Powers
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Item 5
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

    Powers
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Random Allies:
    Ally 1
    Spoiler:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Ally 2
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Ally 3
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Mendevian Crusader
    Ally B

    Traits
    Human
    Soldier

    Check
    Divine
    9
    OR
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to reduce damage dealt before you act to a character at your location to 0.
    Discard this card to explore your location. During this exploration, add 1 to your combat checks.

    Ally 5
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 9 Poog/Keith Richmond

    Top of Blessing Discard Pile: Blessing of Deskari

    Top Blessing:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.


    Blessings Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Qualzar Furryface)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 11 Reepazo)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 3 (Turn 12 Reta)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 13 Tup)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 (Turn 14 Poog)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 6 (Turn 15 Qualzar Furryface)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 16 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

    Blessings Deck Card 8 (Turn 17 Reta)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Celestial Beacon
    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,

    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:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Tup

    Gate of the Worldwound Card 1:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

    Powers
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.

    Gate of the Worldwound Card 2:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Gate of the Worldwound Card 3:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

    Powers
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
    If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Gate of the Worldwound Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Gate of the Worldwound Card 5:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Gate of the Worldwound Card 6:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

    Powers
    The Spite Demon is immune to the Electricity and Poison traits.
    Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

    Gate of the Worldwound Card 7:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

    Powers
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

    Gate of the Worldwound Card 8:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

    Powers
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    Gate of the Worldwound Card 9:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

    Powers
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

    Powers
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Eagle Rock Card 2:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

    Powers
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Eagle Rock Card 3:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Eagle Rock Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Eagle Rock Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

    Powers
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
    If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

    Powers
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Eagle Rock Card 7:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

    Powers
    The Apocalypse Demon is immune to the Electricity and Poison traits.
    Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
    If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.

    Eagle Rock Card 10:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Eagle Rock Card 11:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta,

    Watchtower Card 1 - Pazuzu:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Watchtower Card 2:
    Worldwound Grub
    Monster 6

    Traits
    Demon
    Vermin
    Mythic

    Check
    Combat
    28
    THEN
    Combat
    30

    Powers
    The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
    If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
    After you act, each character at your location is dealt 2d4 Force damage.

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:4 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

    Paradise Hill Card 1:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

    Powers
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Paradise Hill Card 2:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

    Powers
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

    Paradise Hill Card 3:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Paradise Hill Card 4:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    Paradise Hill Card 5:
    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.

    Paradise Hill Card 6:
    Demonic Cyclops
    Monster 5

    Traits
    Outsider
    Demon
    Giant

    Check
    Combat
    28

    Powers
    The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
    Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.

    Paradise Hill Card 7:
    Amulet of the Planes
    Item 6

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    13

    Powers
    Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location.
    After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.

    Paradise Hill Card 8:
    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.

    Paradise Hill Card 9:
    Umbral Dragon
    Monster 4

    Traits
    Dragon
    Mythic

    Check
    Combat
    24
    THEN
    Combat
    24

    Powers
    The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
    If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

    Paradise Hill Card 10:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Paradise Hill Card 11:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:4 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Qualzar
    Notes: Spiked Pit Trap

    Canyon Card 1:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon Card 2:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

    Powers
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.

    Canyon Card 3:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

    Powers
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Canyon Card 4:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Canyon Card 5:
    Black Flame Vrolikai
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    25

    Powers
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Canyon Card 6:
    Flensing Walls
    Barrier 6

    Traits
    Obstacle
    Magic

    Check
    Arcane
    Divine
    20
    OR
    Disable
    17

    Powers
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

    Canyon Card 7:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

    Powers
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Canyon Card 8:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Canyon Card 9:
    Deacon of Death
    Monster 4

    Traits
    Outsider

    Check
    Combat
    30

    Powers
    The Deacon of Death is immune to the Acid and Poison traits.
    Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
    If any characters are dead, the difficulty to defeat is increased by 10.

    Canyon Card 10:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

    Powers
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M:2 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Reepazo,

    Great Hall Card 1:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Great Hall Card 2:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Great Hall Card 3:
    Climber's Gloves
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Survival
    12
    OR
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
    After you shuffle a location deck, reveal this card to examine its top card.

    Great Hall Card 4:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

    Powers
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    In undefeated, banish an ally that does not have the Animal trait.

    Great Hall Card 5:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

    Powers
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Great Hall Card 6:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Great Hall Card 7:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 8:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Great Hall Card 9:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.


  • Poog heads to Paradise Hill, cause Paradise sounds like a fun place to burn.

    A Toad Demon tries to stop him, but apparently it needs its head attached. Combat 28: 1d8 + 5 + 7 + 1d10 + 3 + 1d6 + 1 ⇒ (4) + 5 + 7 + (6) + 3 + (4) + 1 = 30
    "Ooh, like big Dogfinder. Yum!"

    A cleric of Nethys leads Poog to either a Demon Hunter's Handbook or Mandragora. Poog sets fire to one of them, then Achaekek lets him burn the other one.

    "Tup, you missing all the great burnings!" Poog calls, then sends Tup a Breath of Life, cause Poog is awesome. Cards: 1d4 + 1 ⇒ (2) + 1 = 3
    Recharge: 1d10 + 5 + 7 ⇒ (5) + 5 + 7 = 17

    Qi Zhong leads Poog to a Nahyndrian Elixir. Sadly, its container was flammable.

    Poog's feeling pretty sleepy after all that Toad Demon he ate, so he eats some Dogfinder to get his energy back.

    Hand: Animalbane Horsechopper +3, Safety Bubble, Cleric of Nethys, Blessing of Qi Zhong, Blessing of Bark Breaker,

    Cleric of Nethys tries to lead Poog to cooler stuff. A Blessing of Deskari and a Demonic Cyclops.

    "Ooh, Deskari that guy whose ass we kicked five minutes ago. Yoink."
    Bark Breaker leads Poog to the Demonic Cyclops. Poog looks at a Mace of Smiting and Steal Soul and decides it doesn't really matter which he loses. Off with the one-eye's head.
    Combat 28: 1d8 + 5 + 7 + 1d10 + 3 + 1d6 + 1 ⇒ (4) + 5 + 7 + (3) + 3 + (3) + 1 = 26 Just a feint, now the real attack.
    Combat 28: 1d8 + 5 + 7 + 1d10 + 3 + 1d6 + 1 ⇒ (6) + 5 + 7 + (9) + 3 + (1) + 1 = 32

    Safety Bubble protects Poog from random Fire. Hmm. Poog seems to have dropped his weapon. It'd be pretty crazy to explore more.

    Qi Zhong leads Poog to an Amulet of the Planes. "Ooh, shiny!"

    Poog then remembers he found a blessing of Deskari, which gets him a Lend Mythic Path. Divine 14: 1d10 + 5 + 7 ⇒ (9) + 5 + 7 = 21

    Poog ponders sending everyone to a random location with the Amulet of Planes, cause it sounds neat. Or he drops it.

    Poog

    Hand: Blessing of Zarongel, Cleric of Nethys, Blessing of the All Seeing Eye, Limp Lash, Bark Breaker's Blessing, Breath of Life, Lend Mythic Path,
    Deck: 11 Discard: 4 Buried: 2
    Displayed: God of Goblin Leaders, Safety Bubble,
    Notes: Mythic Charges: 7.

    Skills and Powers:
    SKILLS
    Strength d8+7 ■+1 ■+2 ■+3 ■+4
    . Melee: Strength +1
    Dexterity d4 □+1
    Constitution d8 □+1 □+2 □+3
    Intelligence d6 □+1 □+2
    Wisdom d10+7 ■+1 ■+2 ■+3
    . Divine: Wisdom +2
    . Survival: Wisdom +1
    Charisma d6+7 □+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 recharge a random card from your discard pile and 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

    Cleared Paradise Hill 1-8, displayed Safety Bubble. Healed Tup for 3. Have an amulet we can use to move everyone "where we want" (randomly).


    Spreadsheet Mustached Gnomblin Sorcerer 6

    The hour is Nethys and Q continues his Canyon exploration. He encounters Pazuzu's Host (henchman barrier). He picks Knowledge 25 using Mythic charge: 1d20 + 12 ⇒ (16) + 12 = 28 Success and charge reclaimed. Everyone else pick a check to defeat DC 25: Arcane, Fortitude, Perception, Ranged.


    (Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

    Stealing a blessing from Poogie.
    Arcane 25: 1d12 + 12 + 1d12 ⇒ (9) + 12 + (8) = 29 Defeated.


    Spreadsheet Mustached Gnomblin Sorcerer 6

    In case everyone succeeds:
    Q then tries to close the Canyon by claiming the blessing of Starsong (auto succeeds on Charisma 7), and the Canyon is closed.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Blessing of Droskar, Vestments of False Faith, Amulet of the Abyss, Stole of the Inheritor, Sign of Wrath, Dominate, Force Sling +3,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Notes:
    Mythic Charges: 7 Die Bumps: 1 Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d6 [ ] +1 [ ] +2
    DEXTERITY d6 [ ] +1 [ ] +2
    CONSTITUTION d4 [ ]+1
    INTELLIGENCE d10 [x] +1 [x] +2 [x] +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 ([x] 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 lashes Pazuzu's host with mythic fire while Zarongel cackles along. "My minions now!"
    Combat 50: 1d20 + 5 + 7 + 3d6 + 1d6 + 1 + 2d10 + 1d8 + 1d10 ⇒ (14) + 5 + 7 + (1, 5, 4) + (1) + 1 + (3, 1) + (6) + (8) = 56


    Reta's Hand Greatest Leader Ever!!

    Ophidian Armor, Blessing of Old Deadeye
    Ranged 25: 1d10 + 4 + 2 + 7 + 2 + 1d10 ⇒ (6) + 4 + 2 + 7 + 2 + (5) = 26

    Reta wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    DEXTERITY d10+4
    -RANGED: DEXTERITY +2
    CONSTITUTION d8+1
    -FORTITUDE: CONSTITUTION +1
    INTELLIGENCE d6
    WISDOM d6+2
    -PERCEPTION: WISDOM +3
    CHARISMA d4

    Powers
    HAND SIZE 8
    PROFICIENT WITH Light Armors Weapons
    When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
    ☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
    ☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

    Hand: Deliverance, Celestial Crossbow +3, Houndhacker, Starbow, Ophidian Armor, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Blessing of Shizuru
    Deck: 13 Discard: 1 Buried: 3 Displayed: 4
    Notes: Mythic Charges: 7/7
    Reroll: Not used
    Slaying Bolts Traits: Half-Elf, Cultists, Archer, Demon, Outsider


    Reepazo fails an unwanted check and does Combat 50
    She uses her BoAbraxas (2d8), and Poog's Zarongel (3d8)with Limp Lash, and talisman of true faith for another 1d8
    Combat 50: 1d8 + 13 + 3d6 + 6d8 ⇒ (3) + 13 + (3, 5, 5) + (1, 5, 3, 6, 3, 3) = 50
    Limp lash dc 14 arcane: 1d8 + 13 ⇒ (4) + 13 = 17 recharged

    Reepazo squished some bugs and wrote:

    Hand: Blancher, Mace of Smiting, Celestial Unicorn (acquired),

    Deck: 14 Discard: 3 Buried: 0, Displayed: Holy Javelin, BoAbraxas 2, Armor of the Sands, Divine Blaze (acquired),
    Notes:
    Bugform Active: Y, Mythic Charges: 7, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 [X]+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +7 [X]+8 [X]+9 [X]+10 [X]+11
    Divine: Wisdom +2
    CHARISMA d6 +7 []+8 []+9
    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


    Reepazo flips BoAscension.

    She explores and encounters Skirmishing Spear

    Skirmishing Spear:

    Weapon 3
    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    She has no cards to display for bug form. But it is a dex check so she draws a card (BotDemonQueen) before making the check.
    Skrimishing Spear DC 15 dex: 1d12 + 3 + 1d6 ⇒ (7) + 3 + (2) = 12 banished

    Discard Celestial Unicorn to explore location.

    Worm Demon:

    Monster B
    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.


    Display BoTDemonQueen for BugForm. She uses blacher which auto-defeats worm demon but before the check she'll draw another card (Breath of life).

    SHe uses breath of life after combat to heal self
    Breath of life heal self: 1d4 + 1 ⇒ (2) + 1 = 3 heal talisman of true faith, boabraxas, celestial unicorn
    Recharge dc 15: 1d8 + 13 ⇒ (4) + 13 = 17 recharged.

    reset hand and end turn

    Reepazo squished some bugs and wrote:

    Hand: Blancher, BoZarongel, Cloudburst, BoAchaekek, Poog of Zarongel, Clinging Venom,

    Deck: 10 Discard: 3 Buried: 0, Displayed: Holy Javelin, BoAbraxas 2, Armor of the Sands, Divine Blaze (acquired), BotDemonQueen,
    Notes:
    Bugform Active: Y, Mythic Charges: 7, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 [X]+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +7 [X]+8 [X]+9 [X]+10 [X]+11
    Divine: Wisdom +2
    CHARISMA d6 +7 []+8 []+9
    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

    1 to 50 of 1,964 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [OutPost I] MorkXII's Season of the Goblins All Messageboards

    Want to post a reply? Sign in.