
MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 10 Reta/Redelia
Top of Blessing Discard Pile: Blessing of Lamashtu
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 20
Blessings Deck
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
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 and 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
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Lirianne
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra
The Rusty Dragon
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Raz
Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:4 Al:0 Bl:0 ?:1
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
Powers
If you played a weapon with 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. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta
Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Seoni
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Monster 4
Traits
Giant
Troll
Fighter
Check
Combat
18
Powers
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster 6
Traits
Worm
Check
Combat
21
Powers
The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Armor 3
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.

Reta by Redelia |
The fierce little goblins flips over blessing of Lamashtu and then explores. She finds a hill giant!
Before fighting it, she sees how dexterous she is. (discards blessing of hadregash)
2d10 + 4 ⇒ (6, 6) + 4 = 16 DC 10 because of haunts
Now Reta shoots her crossbow at the giant, also discarding a blessing of the gobs.
3d10 + 8 ⇒ (4, 3, 7) + 8 = 22
giant is defeated.
Now Reta buries her discarded blessing of the gobs in order to explore again.
She finds the henchman! She banishes climber's gloves as the henchman requires. Now she needs to try to close the location.
She discards her other blessing of Hadregash and Xoff for two more dice.
dex, DC 13: 2d10 + 4 ⇒ (9, 4) + 4 = 17
location is closed.
Reta draws up and ends her turn.
Hand: Blessing of the Boss, Rapier of Puncturing, Animalbane Crossbow +2, Planar Crossbow +2, Sawtooth Sabre +2, Emerald of Dexterity, Improvised Monster,
Displayed: Cannibal Haunt, Cannibal Haunt 2, Cannibal Haunt 3,
Deck: 5 Discard: 3 Buried: 5
Notes: 2 die bumps remaining
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
Ranged: Dexterity +2
CONSTITUTION d8 [x]+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1
Hand Size 5 [x] 6 [x]7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]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 ([x]or acquire an ally), you may bury a card from your hand ([x] 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 who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)

MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 11 Kyra/redeux
Top of Blessing Discard Pile: Blessing of Abadar
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 19
Blessings Deck
Blessing 6
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 and 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
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Lirianne
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra
The Rusty Dragon
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Raz
Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:4 Al:0 Bl:0 ?:1
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
Powers
If you played a weapon with 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. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Courtyard
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni, Reta

![]() |

Seoni fails the dex check and is dealt damage: 1d4 ⇒ 1 she recharges her new shield
Hand: Mountaineer Al6, Sihedron medallion, Swipe, Blessing of Pharasma 1, Blessing of Abadar 2b, Blessing of Pharasma 2,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check

Kyra #274929-1002 |

Kyra heads to the Vault of Greed
She finds a shield that may be useful
recharge BoSarenrae, reveal Evangelist
Winged Shield DC 11 cons: 3d6 + 1 ⇒ (4, 2, 6) + 1 = 13 acquired, bury Winged Shield
She quite likes it. And picks it up and saves it for later.
Kyra discards BoDesna to explore
She finds another Haunt, and chooses to banish her pearl of wisdom
Kyra explores again, using evangelist. She finds a Ring of some sort
use Botdawnflower and BoGorum
Ring of Energy Resistance DC 10 cons: 4d6 ⇒ (6, 4, 1, 6) = 17 aces. acquired, bury the ring and do not have another item to banish
She tries it on...it is quite powerful. She will keep this.
Kyra uses Major Cure on self
Major Cure: 1d4 + 2 ⇒ (1) + 2 = 3 entire discard healed
Major Cure Recharge DC 12 divine: 1d10 + 5 ⇒ (10) + 5 = 15 recharged
Hand: Flaming Scimitar+1, Fanged Falchion (loot), Botdawnflower, BoGorum 2, BoGorum 1, BoSarenrae 2,
Displayed: Haunt, Haunt,
Deck: 11 Discard: 0 Buried: 6
"Notes: blessings available. I have exhausted my 1x scenario reroll for 2-6B.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encoutners a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Traits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 [X]+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2
Hand Size 5 [X]6 []7
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([x]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.
Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.

Raz 125136-1002 |

Raz flips a blessing of Nethys and travels to the apothecary. She also sees her top card is a merchant lord.
She explores and finds the cannibal haunt! She banishes her warhorse to defeat it (again knowing she can just get it back at the end), the discards her merchant lord for a boost on the check to close.
Intelligence 8: 1d4 + 1d6 + 1 ⇒ (3) + (4) + 1 = 8
Overcoming the haunts’ influence, Raz closes the apothecary, resets her hand (recharging her armor), and ends her turn.
Hand: Pegasus, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Blessing of the Inheritor, Adamantine Plate Armor, Lance of Jousting,
Displayed:
Deck: 10 Discard: 3 Buried: 3
Notes:
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
Diplomacy: Charisma +2
Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.

MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 13 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of Abadar
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 17
Blessings Deck
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne, Raz
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
The Rusty Dragon
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:3 Al:0 Bl:0 ?:0
Located here: Kyra
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Courtyard
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni, Reta

Lirianne 1005 |

Instead of Toxic Blunderbuss in my hand, it's Blessing of Milani because the blunderbuss is deep under my deck recharged due to typing error in Sheets.
Lirianne flips Blessing of Abadar and goes to the Vault of Greed. She uses her Magic Spylass to look ahead: a Chime of Unlocking, an Ogre, and a Skulking Vampire (glad there's two of us here, Kyra). She chooses to encounter the vampire first, the ogre next, then the chime. Surgeon from top deck recharged; Navigator Musket from discards recharged; Hand Cannon is recharged to draw Sniper's Studded Leather. Perception BYA 16 with Blessing of Milani and Sniper Goggles: 3d8 + 6 ⇒ (2, 2, 1) + 6 = 11 Adds 2 to combat difficulty.
She uses the Lucky Rifle, with Sniper Goggles, with Sniper's Studded Leather, and Kyra's Blessing. Combat 22+2: 2d10 + 1d12 + 13 ⇒ (3, 1) + (4) + 13 = 21 Failed! Buries Lucky Rifle (replaced by Quartermaster via Lirianne's power) to add 1d12 ⇒ 11 to result.

Lirianne 1005 |

Vampire is dead. Lirianne ends her turn after drawing back up.
Hand: Masterwork Tools, Black Arrow Ranger, Lucky Rifle +2, Blessing of Alkenstar 2, Sniper Goggles, Blessing of Calistria,
Displayed:
Deck: 7 Discard: 5 Buried: 2
Notes: If you fail a combat check I can bury a card to add 1d4+1 to the combat check c/o my Lucky Rifle.
DEXTERITY d10 [x]+1 [x]+2 [x]+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [x]+1 [x]+2 [x]+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [x] 6 [] 7
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([x] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."

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Seoni flips blessing of forum heads to the vaults and bashes ogre in face with swipe
arcane 11: 1d12 + 6 + 1d8 ⇒ (6) + 6 + (8) = 20
swipe recharge dc 10?: 1d12 + 6 ⇒ (8) + 6 = 14
Discards mountaineer to explore again and finds chime does not bother to acquire
Discards blessing of Abadar and finds another scroll of raise dead
knowledge 12: 2d8 + 3 + 2 ⇒ (3, 8) + 3 + 2 = 16
Plays 1 blessing buries other as per her power
Ends turn
Hand: Sage, Sihedron medallion, Blessing of Lamashtu 4, Robe of runes, Blessing of Gozreh 3, Reveller, Life leech, Emerald codex, Raise dead,
Displayed:
Deck: 7 uDiscard: 5 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check
Start of Reta’s turn banishes emerald codex to draw 3 divine spells into hand

Kyra #274929-1002 |

hand update
Hand: Flaming Scimitar+1, Fanged Falchion (loot), Botdawnflower, BoGorum 2, BoSarenrae 2,
Displayed: Haunt, Haunt,
Deck: 11 Discard: 1 Buried: 6
"Notes: blessings available. I have exhausted my 1x scenario reroll for 2-6B.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encoutners a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Traits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

MorkXII |

No need for me to post a full update - the next card to explore is Card #5. Here are Seoni's spells:
Spell 6
Traits
Magic
Arcane
Divine
Attack
Mental
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

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Slight error on my turn should have buried sihedron medallion when I acquired raise dead revised current hand
Hand: Sage, Raise dead, Blessing of Lamashtu 4, Robe of runes, Blessing of Gozreh 3, Reveller, Life leech, Dominate 6, Apprentice, Swipe 3, Consecrate 2,
Displayed:
Deck: 6 Discard: 5 Buried: 3
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check

Reta by Redelia |
The little goblin skips and sings over to where her friends are, and then looks around. She finds a weapon, but her weapon is much nicer, so she ignores it.
She discards a blessing to explore again, and finds a fancy belt.
str: 1d8 + 1 ⇒ (5) + 1 = 6
Reta can't grab the belt because of the pesky haunts following her around.
She draws up and ends her turn.
Hand: Houndhacker, Rapier of Puncturing, Animalbane Crossbow +2, Planar Crossbow +2, Sawtooth Sabre +2, Emerald of Dexterity, Improvised Monster,
Displayed: Cannibal Haunt, Cannibal Haunt 2, Cannibal Haunt 3,
Deck: 4 Discard: 4 Buried: 5
Notes: 2 die bumps remaining
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
Ranged: Dexterity +2
CONSTITUTION d8 [x]+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1
Hand Size 5 [x] 6 [x]7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]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 ([x]or acquire an ally), you may bury a card from your hand ([x] 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 who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)

MorkXII |

DEVELOPMENT:
Between the enspelled food and the lurking ghosts, your journey to help Mayala and Brynne almost came to an end. Luckily, you were able to fend off the grotesque urges to eat the glamered feast—which fell to dust as soon as you touched it—and the ravenous creatures that followed.
You’re down the hall, resting and nibbling on some dried rations when you hear Mayala’s voice call out in clear, horrified tones.
“Let her go, you monsters! Brynne?! What have they done to you, Brynne?”
Without a second thought, you dash toward Mayala, ready to lend your strength however you can.
SCENARIO REWARD:
Each character chooses armor, ally, or blessing and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Characters who have completed their second scenario at this tier gain a Power feat.
ACQUIRED CARDS:
Spell 6 Dominate
Spell 5 Raise Dead
Spell 3 Swipe
Spell 2 Consecration
Armor 6 Fortress Shield
Armor 5 Winged Shield
Item 6 Ring of Energy Resistance
Item B Potion of Ghostly Form
Ally 6 Mountaineer
Blessing B Blessing of Desna

Kyra #274929-1002 |

Armor please
order of preference:
Armor6: 1d1000 ⇒ 777
Ally5: 1d1000 ⇒ 870 if one comes available from random allies
Armor 5: 1d1000 ⇒ 298 don't need this if i get armor6
Replacing banished Find Traps with Find Traps
Replacing banished Pearl of Wisdom With Grapplers Mask (ultimate Combat)
Power feat: "( [X] or shuffle it into your deck) instead of discarding it. " -- Sarenrae blessings now being shuffled into deck!

MorkXII |

Armor 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Blessing 6
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 and 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.

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Seoni will take ally please
ally 6: 1d1000 ⇒ 502
ally 5: 1d1000 ⇒ 21

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Seoni will also take Hand sixe 8 as her power feat

Raz 125136-1002 |

Ally for Raz please.
Ally 6: 1d1000 ⇒ 845
Ally 6: 1d1000 ⇒ 717
Ally 5: 1d1000 ⇒ 246
Ally 6: 1d1000 ⇒ 365
Armor 6: 1d1000 ⇒ 439
Armor 5: 1d1000 ⇒ 739
Blessing 6: 1d1000 ⇒ 451
Returning all banished cards to deck. Raz’s new power allows other characters at her location to swap acquired boons like she does.

MorkXII |

Ally 5
Traits
Human
Wizard
Check
Intelligence
Arcane
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Full List:
Spell 6 Dominate
Spell 5 Raise Dead
Spell 3 Swipe
Spell 2 Consecration
Armor 6 Fortress Shield
Armor 6 Greater Bolstering Armor
Armor 5 Winged Shield
Item 6 Ring of Energy Resistance
Item B Potion of Ghostly Form
Ally 6 Mountaineer
Ally 5 Elven Sharpshooter
Ally 5 Pyromaniac Mage
Ally 5 Pyromaniac Mage
Blessing 6 Blessing of Nethys
Blessing B Blessing of Desna

MorkXII |

2-6C: THE OPUS SUNDERED
Adrenaline pounding in your ears, you round the corner to a ghastly sight. Before you is a circle of gaunt-faced, long-toothed, crimson-robed creatures. In the center are three people: a blonde woman in scuffed leather armor; a furwearing woman with long black hair; and a red-haired man with dark tattoos running down his thick arms.
Mayala rushes toward the blonde woman and cries, “Brynne!” Seeing a feral-looking creature skulking toward you, though, you hold out an arm to stop her.
“Rush forward all you want,” the gaunt creature hisses between rat-like fangs, its skeletal fingers folding together with glee. “You’ll not stop us now, whoever you are.”
“What are you? What do you want with these people?” Mayala screams.
The creature cocks its head, a wicked smile spreading across its corpse-like face.
“People? I suppose they are people—at least for just a while longer.” It laughs maniacally. “No matter. I am Zervo, personal necromancer to Alaznist, mistress of all you see. In just a few moments these people, as you call them, will become the runelord’s glorious opus!”
The look on Mayala’s face must be as shocked as yours, because Zervo continues.
“Oh yes, Alaznist learned to create a tome that could bring her back to this world, just as her rival Zutha’s tome could prompt his return, too. Except Alaznist needed no fool books. Her magic can etch the incantations onto flesh, bringing her back into being with a single ritual.
“Those who betrayed Zutha for Alaznist were to have the honor of ushering her return after Earthfall—but they have tarried for so long. No matter. Now that we finally have all the honorees’ descendants, in just a few moments, the ritual will be complete.
“Now, cow before our might, and bow as a runelord returns!”
VILLAIN:
Nosferatu
HENCHMEN:
Baykoks
DURING THIS SCENARIO:
After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
Start Player: 1d5 ⇒ 5=Raz

MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
Ally 4
Traits
Giant
Sorcerer
Check
Charisma
Diplomacy
9
Powers
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Ally 6
Traits
Enshrouded
Check
Charisma
Diplomacy
13
Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Turn: 1 Raz/Chris
Top of Blessing Discard Pile: Blessing of Irori
Blessing B
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 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 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 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.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Notes: Shalelu Andosana
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Monster 5
Traits
Outsider
Demon
Check
Combat
17
Powers
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
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.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster 5
Traits
Elemental
Check
Combat
18
Powers
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.
Weapon C
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Yeti
Check
Combat
18
Powers
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Notes: Morgiv
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.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 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.
Monster 4
Traits
Undead
Check
Combat
17
Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Runewell
At This Location: At the start of your turn, bury a card of your choice.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:3 Ar:1 I:2 Al:0 Bl:1 ?:1
Notes: Conna the Wise
Spell 1
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster; return it to the top of the deck.
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.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 4
Traits
Club
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Shimmering Veils of Pride
At This Location: When you succeed at a check, recharge a card.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Spell 5
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
12
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Ally 6
Traits
Outsider
Angel
Check
Charisma
Diplomacy
14
Powers
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster C
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Blessing 6
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 and 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.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
Monster 3
Traits
Plant
Ogrekin
Check
Combat
15
Powers
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Ally 1
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.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 3
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Iron Cages of Lust
At This Location: Add 2 to your checks to acquire allies.
If you fail to acquire an ally, bury an ally from your hand, if you have one.
When Closing: Succeed at a Charisma or Diplomacy 12 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:2 ?:1
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Ally B
Traits
Human
Mayor
Check
Charisma
Diplomacy
10
Powers
Banish this card to examine your location deck and then shuffle it.
Monster 6
Traits
Giant
Check
Combat
22
Powers
Damage dealt by the Warden of Wind is dealt to each character at this location.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
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.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Halls of Wrath
At This Location: The difficulty of any combat check is increased by 2.
If you fail a combat check, the damage dealt to you is increased by 2.
When Closing: Succeed at an Intelligence or Knowledge 12 check.
When Permanently Closed: No effect.
M:6 Ba:0 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Weapon 1
Traits
Sword
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 6
Traits
Spear
Ranged
Piercing
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Monster 4
Traits
Giant
Check
Combat
16
Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster 5
Traits
Construct
Golem
Check
Combat
22
Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat
Villain Monster 6
Traits
Undead
Check
Combat
25
THEN
Combat
27
OR
Wisdom
Divine
19
Powers
The Nosferatu is immune to the Mental and Poison traits.
If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Kyra #274929-1002 |

Kyra starts at Ravenous Crypts of Gluttony
Hand: BoGorum 1, BoAbadar, Burst of Glory, Flaming Scimitar+1, BoSarenrae 1, Rhino Hide Armor, Grappler's Mask, Find Traps,
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: Blessings available. BoSarenrae can now be shuffled into deck. Find Traps preferred to use before BoAbadar, both give +2 die to check to defeat barrier. I have NOT exhausted my 1x scenario reroll for 2-6C.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encounters a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Rhino Hide ArmorTraits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.Spoiler:Grappler's MaskTraits: Heavy Armor, Magic. Powers: Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to your constitution or Fortitude non-combat check.
If proficient w ith heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.Spoiler:Exalted (Ally)Trait: Accessory, Magic. Powers: Recharge this card to recharge a random weapon from your discard pile.
For your non-combat check, recharge this card to use y our melee or fortitude skill instead of the normal skill.Spoiler:Traits: Human, Cleric. Powers: Discard this card to add 1 die to any check. If you have played a blessing on this check, you may play another; if that blessing matches the top card of the blessings discard pile, you may also add 1d8 to the check.
Discard this card to explore your location.
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 [X]+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2
Hand Size 5 [X]6 []7
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([x]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [X] or shuffle it into your deck) instead of discarding it.
Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.

![]() |

Starting in the iron cages may move to halls of wrath if I draw sihedron medallion
Hand: Good omen, Life Leech, Blessing of Abadar 2b, Reveller, Blessing of Pharasma 1, Sage, Surgeon, Blessing of Pharasma 2,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [X6] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [X6]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check
Hmm tempted by halls anyway with so many allies in hand

Lirianne 1005 |

Will start at Shimmering Veils of Pride.
Hand: Lucky Rifle +2, Navigator Musket +1, Black Arrow Ranger, Blessing of Milani, Toxic Blunderbuss +1, Blessing of Alkenstar 1,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
DEXTERITY d10 [x]+1 [x]+2 [x]+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [x]+1 [x]+2 [x]+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [x] 6 [] 7
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([x] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[x] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."

Reta by Redelia |
Reta will go to the catacombs of wrath.
Hand: Emerald of Dexterity, Blessing of the Demon Queen, Planar Crossbow +2, Houndhacker, Blessing of Hadregash 1, Twitch Tonic, Sawtooth Sabre +2,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: 2 die bumps remaining
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
Ranged: Dexterity +2
CONSTITUTION d8 [x]+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1
Hand Size 5 [x] 6 [x]7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]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 ([x]or acquire an ally), you may bury a card from your hand ([x] 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 who does may draw a card.
[x]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)
I took the power feat that starts 'when you are at the same location as another character,'

Raz 125136-1002 |

Raz will start at the Iron Cages with Seoni.
Hand: Scribe, Pegasus, Blessing of Sarenrae, Demonbane Longsword +2, Ebon Thorn,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
Diplomacy: Charisma +2
Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.
Raz peeks at Seoni's top card, then explores, encountering a sinspawn axeman. She reveals her sword and armor to defeat
Combat DC 19: 2d8 + 9 ⇒ (6, 8) + 9 = 23
She bests the sinspawn, then discards her blessing to explore again, encountering a new blessing.
Divine 5: 1d6 + 1 ⇒ (6) + 1 = 7
She acquires the new blessing and discards it to explore again, encountering a headband of epic intelligence! She automatically acquires by revealing her ebon thorn (+2 on Diplomacy for 1d10+7 vs DC 7). She discards her pegasus to explore again, finding Sandpoint's mayor locked in a cage! She automatically acquires by using her armor and the scenario power (1d10+9 vs. DC 10), then banishes the mayor to examine the rest of the deck: Warden of Wind, Chime of Unlocking, Blessing of Sarenrae, Ambush, Baykok Henchman, and Toad. She then shuffles the deck, resets her hand, and ends her turn (wanting to keep her scribe to close the location if possible).
Hand: Scribe, Mountain Dog, Headband of Epic Intelligence (box), Demonbane Longsword +2, Ebon Thorn,
Displayed:
Deck: 15 Discard: 3 Buried: 0
Notes:
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
Diplomacy: Charisma +2
Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.

MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
Ally 4
Traits
Giant
Sorcerer
Check
Charisma
Diplomacy
9
Powers
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Ally 6
Traits
Enshrouded
Check
Charisma
Diplomacy
13
Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Turn: 2 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of Pharasma
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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: 28
Blessings Deck
Blessing B
Traits
Divine
Gorum
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 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 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 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.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta
Notes: Shalelu Andosana
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Monster 5
Traits
Outsider
Demon
Check
Combat
17
Powers
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
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.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster 5
Traits
Elemental
Check
Combat
18
Powers
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.
Weapon C
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Yeti
Check
Combat
18
Powers
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Kyra
Notes: Morgiv
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.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 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.
Monster 4
Traits
Undead
Check
Combat
17
Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Runewell
At This Location: At the start of your turn, bury a card of your choice.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:3 Ar:1 I:2 Al:0 Bl:1 ?:1
Notes: Conna the Wise
Spell 1
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster; return it to the top of the deck.
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.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 4
Traits
Club
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Shimmering Veils of Pride
At This Location: When you succeed at a check, recharge a card.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Lirianne
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Spell 5
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
12
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Ally 6
Traits
Outsider
Angel
Check
Charisma
Diplomacy
14
Powers
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster C
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Blessing 6
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 and 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.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
Monster 3
Traits
Plant
Ogrekin
Check
Combat
15
Powers
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Ally 1
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.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 3
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Iron Cages of Lust
At This Location: Add 2 to your checks to acquire allies.
If you fail to acquire an ally, bury an ally from your hand, if you have one.
When Closing: Succeed at a Charisma or Diplomacy 12 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Seoni, Raz
Notes: Baykok (Henchman), Warden of Wind (M), Ambush, Chime of Unlocking, Toad, BoSarenrae
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 6
Traits
Giant
Check
Combat
22
Powers
Damage dealt by the Warden of Wind is dealt to each character at this location.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Halls of Wrath
At This Location: The difficulty of any combat check is increased by 2.
If you fail a combat check, the damage dealt to you is increased by 2.
When Closing: Succeed at an Intelligence or Knowledge 12 check.
When Permanently Closed: No effect.
M:6 Ba:0 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Weapon 1
Traits
Sword
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 6
Traits
Spear
Ranged
Piercing
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Monster 4
Traits
Giant
Check
Combat
16
Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster 5
Traits
Construct
Golem
Check
Combat
22
Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat
Villain Monster 6
Traits
Undead
Check
Combat
25
THEN
Combat
27
OR
Wisdom
Divine
19
Powers
The Nosferatu is immune to the Mental and Poison traits.
If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Lirianne 1005 |

Lirianne flips Blessing of Pharasma and begins investigating the Shimmering Veils of Pride. She encounters an Occluding Field. Using Kyra's Blessing of Sarenrae and Lirianne's own Blessing of Alkenstar for the check.
Constitution 15: 4d6 ⇒ (5, 2, 6, 5) = 18 Success! Blessing of Alkenstar recharged. Toxic Blunderbuss is recharged due to location power. The barrier moved to random other open location: 1d6 ⇒ 5 Iron Cages of Lust.
She asks Milani for a blessing in her exploration, and gets a spell in return. However, she chose not to acquire it.
Draws up and ends her turn. Saving Black Arrow Ranger for the closing check.
Hand: Lucky Rifle +2, Navigator Musket +1, Black Arrow Ranger, Surgeon, Sniper Goggles, Hand Cannon,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Can do the Hand Cannon trick; use wisely!
DEXTERITY d10 [x]+1 [x]+2 [x]+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [x]+1 [x]+2 [x]+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [x] 6 [] 7
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([x] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[x] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."

![]() |

Seoni heads to the halls of wrath (flips blessing of Gorum and sneaking a look at Raz's top card first)
She finds a sword and attempts to acquire it through knowledge
knowledge 9: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10
That wont impress Reta she thinks
Discards reveler to explore again finds a frost Spear That will be a g good omen
This will knowledge 12: 1d8 + 3 + 4 + 7 ⇒ (2) + 3 + 4 + 7 = 16
good omen recharge 8: 1d12 + 6 ⇒ (8) + 6 = 14
Discards Sage and finds a stone giant
Throws the magic sword at the giant empowering it with arcane power and a blessing of Pharasma
arcane 18: 3d12 + 1d6 + 8 ⇒ (3, 12, 8) + (1) + 8 = 32
The giant is defeated she reveals surgeon shuffling blessing of pharasma into her deck and recharges surgeon
Ends her turn resetting her hand
Hand: Frost Spear +2 6, Life Leech, Blessing of Abadar 2b, Blessing of Abadar 2a, Sign of wrath, Sihedron medallion, Wand of enervation, Blessing of Pharasma 2,
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [X6] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [X6]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check

MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
Ally 4
Traits
Giant
Sorcerer
Check
Charisma
Diplomacy
9
Powers
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Ally 6
Traits
Enshrouded
Check
Charisma
Diplomacy
13
Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Turn: 4 Reta/Redelia
Top of Blessing Discard Pile: Blessing of Abadar
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 26
Blessings Deck
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 B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 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.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta
Notes: Shalelu Andosana
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Monster 5
Traits
Outsider
Demon
Check
Combat
17
Powers
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
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.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster 5
Traits
Elemental
Check
Combat
18
Powers
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.
Weapon C
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Yeti
Check
Combat
18
Powers
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Kyra
Notes: Morgiv
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.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 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.
Monster 4
Traits
Undead
Check
Combat
17
Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Runewell
At This Location: At the start of your turn, bury a card of your choice.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:3 Ar:1 I:2 Al:0 Bl:1 ?:1
Notes: Conna the Wise
Spell 1
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster; return it to the top of the deck.
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.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 4
Traits
Club
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Shimmering Veils of Pride
At This Location: When you succeed at a check, recharge a card.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Lirianne
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Ally 6
Traits
Outsider
Angel
Check
Charisma
Diplomacy
14
Powers
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster C
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Blessing 6
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 and 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.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
Monster 3
Traits
Plant
Ogrekin
Check
Combat
15
Powers
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Ally 1
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.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 3
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Iron Cages of Lust
At This Location: Add 2 to your checks to acquire allies.
If you fail to acquire an ally, bury an ally from your hand, if you have one.
When Closing: Succeed at a Charisma or Diplomacy 12 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Raz
Notes: Baykok (Henchman), Warden of Wind (M), Ambush, Chime of Unlocking, Toad, BoSarenrae
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Monster 6
Traits
Giant
Check
Combat
22
Powers
Damage dealt by the Warden of Wind is dealt to each character at this location.
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
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.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Halls of Wrath
At This Location: The difficulty of any combat check is increased by 2.
If you fail a combat check, the damage dealt to you is increased by 2.
When Closing: Succeed at an Intelligence or Knowledge 12 check.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seoni,
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster 5
Traits
Construct
Golem
Check
Combat
22
Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat
Villain Monster 6
Traits
Undead
Check
Combat
25
THEN
Combat
27
OR
Wisdom
Divine
19
Powers
The Nosferatu is immune to the Mental and Poison traits.
If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Reta by Redelia |
Reta explores, and finds a Hill Giant!
She shoots at it with a crossbow!
2d10 + 6 + 2 ⇒ (6, 2) + 6 + 2 = 16
Reta discards a twitch tonic to explore again.
This time, she finds a succubus.
Reta shoots extra hard (recharges weapon) after she prays to Hadregash for help (discards blessing)
3d10 + 6 + 2 + 1d8 ⇒ (1, 4, 1) + 6 + 2 + (3) = 17
Then Reta draws up and ends her turn.

Kyra #274929-1002 |

Kyra explores the Ravenous crypts and finds a potion of healing.
Potion of healing DC 5 intel: 1d6 ⇒ 6 acquired
She manages to pick it up without it breaking
Kyra uses BoAbadar to explore. use find traps
Icy Ledge DC 16 survival: 3d10 + 4 ⇒ (5, 2, 5) + 4 = 16 banished
She comes across an icy ledge, she managed to scuttle by, though perhaps she should've been more careful. worked out this time.
Find Traps DC 8 divine: 1d10 + 5 ⇒ (5) + 5 = 10 recharged
Kyra uses BoGorum to explore. She finds an armor which she chooses not to acquire. banish Hide Armor of Fire Resistance
Kyra uses Potion of healing
Heal self: 1d4 ⇒ 3 both blessings in discard are healed
Kyra resets her hand and ends turn.
Hand: BoSarenrae 3, BotDawnflower, Burst of Glory, Flaming Scimitar+1, BoSarenrae 2, Rhino Hide Armor, Grappler's Mask, Find Traps,
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: Blessings available. BoSarenrae can now be shuffled into deck. Find Traps gives +2 die to check to defeat barrier. I have NOT exhausted my 1x scenario reroll for 2-6C.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encounters a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Rhino Hide ArmorTraits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.Spoiler:Grappler's MaskTraits: Heavy Armor, Magic. Powers: Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to your constitution or Fortitude non-combat check.
If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.Spoiler:Exalted (Ally)Trait: Accessory, Magic. Powers: Recharge this card to recharge a random weapon from your discard pile.
For your non-combat check, recharge this card to use y our melee or fortitude skill instead of the normal skill.Spoiler:Traits: Human, Cleric. Powers: Discard this card to add 1 die to any check. If you have played a blessing on this check, you may play another; if that blessing matches the top card of the blessings discard pile, you may also add 1d8 to the check.
Discard this card to explore your location.
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 [X]+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2
Hand Size 5 [X]6 []7
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([x]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [X] or shuffle it into your deck) instead of discarding it.
Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.

Raz 125136-1002 |

Raz sees her top card (Varisian Illusionist), flips a blessing of Iomedae, and recharges a random card from her discard as per the scenario power. She explores and finds herself in an ambush, discarding her top card and using Kyra's find traps spell to try and catch it early.
Dexterity DC 15: 3d8 + 1d6 + 1 ⇒ (1, 5, 3) + (1) + 1 = 11
The magic fails, and Raz is caught off-guard by the baykok henchman! She chokes up on her demonbane longswrd (discarding it) and discards her top card (Griffon, so recharged), as well as reveals her ebon thorn armor, to try and fend it off.
Combat DC 24: 3d8 + 2d6 + 10 - 5 ⇒ (1, 7, 3) + (5, 1) + 10 - 5 = 22 (using 2 die bumps to defeat)
Only through the grace of Iomedae does she barely best the undead, still taking fire from its bow. Ranged Damage: 1d4 ⇒ 1 She discards her headband for the damage. To close, she reveals her ebon thorn and recharges her scribe for boosts on the check.
Diplomacy: 1d10 + 2d6 + 7 ⇒ (5) + (6, 5) + 7 = 23
The iron cages are closed, and Raz discards her mountain dog to move to the Runewell. She resets her hand and ends her turn.
Hand: Sacred Killer, Shocking Lance +1, Blessing of Iomedae, Blessing of the Inheritor, Ebon Thorn,
Displayed:
Deck: 12 Discard: 6 Buried: 0
Notes:
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
Diplomacy: Charisma +2
Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.

MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
Ally 4
Traits
Giant
Sorcerer
Check
Charisma
Diplomacy
9
Powers
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Ally 6
Traits
Enshrouded
Check
Charisma
Diplomacy
13
Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Turn: 7 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of Iomedae
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 23
Blessings Deck
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 C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 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.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:4 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta
Notes: Shalelu Andosana
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.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster 5
Traits
Elemental
Check
Combat
18
Powers
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.
Weapon C
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Yeti
Check
Combat
18
Powers
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Kyra
Notes: Morgiv
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 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.
Monster 4
Traits
Undead
Check
Combat
17
Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Runewell
At This Location: At the start of your turn, bury a card of your choice.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:3 Ar:1 I:2 Al:0 Bl:1 ?:1
Located here: Raz
Notes: Conna the Wise
Spell 1
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster; return it to the top of the deck.
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.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 4
Traits
Club
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Shimmering Veils of Pride
At This Location: When you succeed at a check, recharge a card.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Lirianne
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Ally 6
Traits
Outsider
Angel
Check
Charisma
Diplomacy
14
Powers
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster C
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Blessing 6
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 and 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.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
Monster 3
Traits
Plant
Ogrekin
Check
Combat
15
Powers
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Ally 1
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.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 3
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Iron Cages of Lust
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Halls of Wrath
At This Location: The difficulty of any combat check is increased by 2.
If you fail a combat check, the damage dealt to you is increased by 2.
When Closing: Succeed at an Intelligence or Knowledge 12 check.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seoni,
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster 5
Traits
Construct
Golem
Check
Combat
22
Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat
Villain Monster 6
Traits
Undead
Check
Combat
25
THEN
Combat
27
OR
Wisdom
Divine
19
Powers
The Nosferatu is immune to the Mental and Poison traits.
If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Kyra #274929-1002 |

Find Traps DC 8 divine: 1d10 + 5 ⇒ (3) + 5 = 8 recharged
hand update
Hand: BoSarenrae 3, BotDawnflower, Burst of Glory, Flaming Scimitar+1, BoSarenrae 2, Rhino Hide Armor, Grappler's Mask,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes: Blessings available. BoSarenrae can now be shuffled into deck. I have NOT exhausted my 1x scenario reroll for 2-6C.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encounters a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Rhino Hide ArmorTraits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.Spoiler:Grappler's MaskTraits: Heavy Armor, Magic. Powers: Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to your constitution or Fortitude non-combat check.
If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.Spoiler:Exalted (Ally)Trait: Accessory, Magic. Powers: Recharge this card to recharge a random weapon from your discard pile.
For your non-combat check, recharge this card to use y our melee or fortitude skill instead of the normal skill.Spoiler:Traits: Human, Cleric. Powers: Discard this card to add 1 die to any check. If you have played a blessing on this check, you may play another; if that blessing matches the top card of the blessings discard pile, you may also add 1d8 to the check.
Discard this card to explore your location.

Lirianne 1005 |

Lirianne flips Blessing of Iomedae and continues her exploration of the Veils. She chanced upon a Sneak. Old Salt from top deck recharged; no ammo or firearms in discards to recharge; Hand Cannon recharged to draw Blessed Bullets. It tried to mug her but failed. Auto success on Perception BYA 8 with Navigator Musket and Sniper Goggles. It nonetheless forced her to drop the Blessed Bullets. Location power recharge on successful check.
She unloads her Lucky Rifle +2 at it. Combat 16 revealing Sniper Goggles: 1d10 + 5 + 1d12 + 2 + 4 ⇒ (6) + 5 + (9) + 2 + 4 = 26 Dead sneak; her Surgeon tried to revive him but failed. Location power recharged Surgeon.
She asks her Black Arrow Ranger companion to look ahead. An angel confronts them; she decides to shoot it out. Combat 20 revealing Sniper Goggles: 1d10 + 5 + 1d12 + 2 + 4 ⇒ (3) + 5 + (5) + 2 + 4 = 19 Missed! But the Lucky Rifle lives up to its name to succeed in downing the creature.

Lirianne 1005 |

She succeeds in downing the creature. Lucky Rifle buried to add 1d12 to succeed. The angel Ayruzi, bested, joins her cause but needs to recuperate from her wounds first. Location power recharged Ally 6.
Hand: Expeditious Chain Mail, Navigator Musket +1, Quartermaster, Blessing of Erastil, Sniper Goggles, Flaming Musket +2,
Displayed:
Deck: 12 Discard: 2 Buried: 1
Notes:
DEXTERITY d10 [x]+1 [x]+2 [x]+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [x]+1 [x]+2 [x]+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [x] 6 [] 7
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([x] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[x] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."

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Seoni explores the halls and finds a shadow and casts Life leech on it
arcane dc15: 1d12 + 6 + 2d4 ⇒ (5) + 6 + (4, 2) = 17
random cards recharged: 1d4 + 1 ⇒ (4) + 1 = 5
life leech recharge dc 15: 1d12 + 6 ⇒ (12) + 6 = 18
Discards blessing of Abadar and finds a harpy
Buries Frost spear and attempts wisdom check
wisdom 8: 1d6 + 6 ⇒ (4) + 6 = 10
Uses wand of enervation
reduce difficulty by: 1d4 + 4 ⇒ (1) + 4 = 5
Discards sign of wrath to use her arcane force power on the check discarding blessing of pharasma too
combat 14+2-5is 11: 3d12 + 1d6 + 8 ⇒ (6, 6, 10) + (4) + 8 = 34
Harpy defeated Seoni says hello to Reta and whoever else turns up
wand recharge 8: 1d12 + 6 ⇒ (10) + 6 = 16
Resets hand and ends turn will banish emerald codex at start of retas turn
Hand: Good omen, Dominate, Blessing of Abadar 2b, Blessing of Lamashtu 4, Emerald Codex, Sihedron medallion, Swipe, Pyromaniac mage,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [X6] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [X6]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check

Raz 125136-1002 |

Raz discards her top card (warhorse, recharged) to boost her check.
Wisdom DC 8: 2d6 + 1 ⇒ (1, 1) + 1 = 3
Snake-eyes >.< Raz joins Seoni in the halls.

MorkXII |

During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: After setting out the locations, display the ally Conna the Wise next to the Runewell; display the ally Morgiv next to the Ravenous Crypts of Gluttony, and display the ally Shalelu Andosana next to the Catacombs of Wrath.
When you encounter a card at a location that has one of the listed allies displayed, you may display the ally next to your character. While you have a listed ally displayed next to your character, you may use its first power once per turn; do not banish, discard, or recharge it. For your give a card step, you may display the ally next to your location or next to another character at your location. If any of the named allies are displayed at the same location or are displayed next to characters that are at the same location, you lose the scenario.
Ally 4
Traits
Giant
Sorcerer
Check
Charisma
Diplomacy
9
Powers
Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Ally 6
Traits
Enshrouded
Check
Charisma
Diplomacy
13
Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Turn: 9 Reta/Redelia
Top of Blessing Discard Pile: Blessing of Calistria
Blessing C
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck
Blessing B
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
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 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.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:4 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta
Notes: Shalelu Andosana
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.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster 5
Traits
Elemental
Check
Combat
18
Powers
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.
Weapon C
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Barrier 6
Traits
Obstacle
Cold
Check
Dexterity
Disable
14
OR
Wisdom
Survival
16
Powers
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Yeti
Check
Combat
18
Powers
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Kyra
Notes: Morgiv
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 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.
Monster 4
Traits
Undead
Check
Combat
17
Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Runewell
At This Location: At the start of your turn, bury a card of your choice.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:3 Ar:1 I:2 Al:0 Bl:1 ?:1
Notes: Conna the Wise
Spell 1
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster; return it to the top of the deck.
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.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 4
Traits
Club
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 5
Traits
Wand
Magic
Arcane
Check
Wisdom
Perception
7
Powers
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Shimmering Veils of Pride
At This Location: When you succeed at a check, recharge a card.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, you may put any of your buried cards back in your hand.
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Lirianne
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster C
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Blessing 6
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 and 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.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
Monster 3
Traits
Plant
Ogrekin
Check
Combat
15
Powers
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Ally 1
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.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 3
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Iron Cages of Lust
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Halls of Wrath
At This Location: The difficulty of any combat check is increased by 2.
If you fail a combat check, the damage dealt to you is increased by 2.
When Closing: Succeed at an Intelligence or Knowledge 12 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seoni, Raz
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster 5
Traits
Construct
Golem
Check
Combat
22
Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat
Villain Monster 6
Traits
Undead
Check
Combat
25
THEN
Combat
27
OR
Wisdom
Divine
19
Powers
The Nosferatu is immune to the Mental and Poison traits.
If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

MorkXII |

Reta, Kyra, and Lirianne still need to handle the Wis 8 check from the Harpy that Seoni encountered.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
And then here are Seoni's spells from the Emerald Codex
Spell 1
Traits
Magic
Arcane
Divine
Fire
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Force
Check
Intelligence
Arcane
Wisdom
Divine
14
Powers
For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
4
Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.