
Vika - Maelwys |

Turn 23, under the Blessing of the Ancients
Vika will follow Hayato back to the warehouse, chuckling slightly at his antics with the Hydra. Still shaking her head, she walks into a new room and discovers a wizard, who quickly throws a spell at her even as she's charging with her greatclub.
First exploration - Bonecrusher Wizard. Discard Camel for cold damage, attack with Greatclub, banner is still showing.
Check to Defeat - Combat 9: 1d10 + 3 + 1d10 + 1 + 1 ⇒ (7) + 3 + (2) + 1 + 1 = 14
Defeated, but not overkilled. Bury Kikko Armor to absorb Poison damage
She quickly knocks him to the ground with her club, but not before he tries to put poison in her veins, that her armor thankfully absorbs. Shaking off the attack, she looks around some more.
Discard Emissary to explore again - Fire Hydra. Because of course it is.
And she wanders into the Hydra nest. Which apparently, they don't take kindly to.
Dexterity check is auto-fail.
Fire Damage: 1d4 - 1 ⇒ (2) - 1 = 1
One of them sprays a blast of fire at her, scorching the club right out of her hands. She charges it barehanded, lashing out at it.
Check to Defeat - Combat 7: 1d10 + 3 + 1 ⇒ (5) + 3 + 1 = 9
She knocks it back and it skitters around the corner, escaping. Sitting down to take a breath, she glances over her shoulder and sees that Hayato isn't laughing at her... he's slightly scalded from the fire himself.
Believe it or not, draining my hand to the point of near death was actually on purpose, because I wanted to draw back into my last Blessing. Because I'm more than ready to close this location now. This warehouse is cursed. If not for my boxcars I would've closed this thing in Turn 3, but instead it's been nothing but trouble. Radovan, or anybody else, can go and kill that Gnoll now, if somebody has a second blessing to give me then I can't fail the close check and we can be done with this accursed warehouse!
Hand: Blood Periapt, Naginata, Portable Ram, Blessing of the Ancients,
Displayed: Banner,
Deck: 1 Discard: 12 Buried: 1
Notes: Banner is available to give whomever attacks the villain a +1. My blessing is to close the Warehouse.
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.
Hayato needs to roll for Fire damage

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Before Turn 24
Zarlova heals Radovan for 5.
7 Cards in Discard. So the two I don't Heal.
Don't Heal 1: 1d7 ⇒ 5
Don't Heal 2: 1d6 ⇒ 6
Not Healing: Blessing of Gods and Blessing of Ancients
---
Turn 24
Blessing: Liberty's Edge Favor
Draw Ally: Random Ally=1d5: 1d5 ⇒ 4 -> Draw Tomb Raider
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Move to Stoneworks.
Explore Stoneworks -> Bonecrusher Master

Vika - Maelwys |

Radovan discards a Blessing. Zarlova discards a Blessing. I'm auto-pass, but want to roll it anyway because this Warehouse hurt me earlier with that pair of 1s, and I want revenge. ;-)
Check to Temp close - Disable 5: 3d6 + 2 ⇒ (6, 4, 3) + 2 = 15

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Continuing turn 24 with temp closes done
Recharging Kukri for 2d4
Ezren Uses Black spot.
Other aids in formual below.
Combat: 1d8 (Str) + 1d4 (Cls Pwr) + 1 (Norge) + 1d4 (Kukri) + 2d4 (Kukri) + 1d8 (Radovan BotG) + 1 (Vika Banner) + 1d8 (Zorla Blessing of Pharasma) + 1d8 (Hayato Bless of Samurai) + 1d8 (Vika Bless of the Ancients)
Combat 9: 1d8 + 1d4 + 1 + 1d4 + 2d4 + 1d8 + 1 + 1d8 + 1d8 + 1d8 ⇒ (1) + (1) + 1 + (1) + (4, 3) + (6) + 1 + (1) + (2) + (4) = 25
Bonecrusher Defeated and Banished.
Location auto closes.
The group meets up for a bief moment and decides it is time to takeout the master. Radovan heads towards the Stonework where the Master is waiting.
"Hey Jerk. I got someone to tell you about slavery from an inside perspective," and launches himself at the Gnoll. A short fight later feeling his allies pray to various deities on his behalf, he has a sliced and diced Gnoll at his feet. He cleans the Kurkai on it's shirt as he heads out of this slave pit.

BR Mork |
DEVELOPMENT:
After dispatching the guards, you quickly pull Siddique into a doorway and explain that you are here to help him.
“I— I have heard nothing but lies since I was captured,” he
stammers. “The slavers, they talk of kind masters and opulent surroundings, and then all hope fades into the sands. How do I know you are not slavers yourselves?”
You reassure him that despite your current appearance, you are not slavers. Rather, you are some of the very Pathfinders he sought to betray. That you are here at all speaks to your desire to return him to a fairer society.
Though still weak and frightened, his doubt dissipates as he realizes his knowledge of Pasha Muhlia al-Jakri’s plans is the key to his freedom. He agrees to give you the information you seek—and even more—but not before he is safely on a ship bound for the mainland. First, though, you have to get him out of the slavers’ compound.
SCENARIO REWARD:
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the loot Spear of the Watchful Guardian and 1 character may temporarily replace 1 armor in her deck with the armor Filter Hood. At the end of each scenario, return the cards to the game box.
Loot Weapon 1
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
None
Powers
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.
Armor B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Characters who have completed their first scenario at this tier gain a Power feat.
ACQUIRED CARDS:
Weapon 1 Shock Glaive +1
Weapon B Blowgun
Spell B Cure
Spell B Fireblade
Armor B Crocodile Skin Madu
Item 1 Anubis Staff
Item C Noxious Bomb
Ally B Fire Gecko
Ally B Tomb Raider
Blessing B Blessing of Abadar
Blessing B Blessing of the Elements

BR Mork |
4-1C: THE UNFETTERED FRENZY
Deep in the Okeno slaver’s compound, you’ve recovered from your fight with the gnoll guards. Your activity has not raised the alarm just yet, but it’s just a matter of time before your cover is blown. With the criminal Satyar Siddique in tow, you locate your disguised Eagle Knight allies in the viewing pit. Thankfully, everybody is focused on the parade of living wares, so nobody notices you slip back among their ranks.
Nobody, that is, except for a shrewd-looking halfling peering from a shaded balcony across the courtyard. He would not appear intimidating but for the troop of large bodyguards that form a half-circle behind him. He glowers curiously at you before whispering something to one of the guards, who then yells for the slave parade to halt. The halfling points at you and shouts, “You there! Master Halfwhip sees you attempting to steal his property. He will not tolerate such a slight in his abode, and declares that you shall also belong to him!” He smirks menacingly as you feel all eyes turn toward you.
As seemingly every guard in the compound moves in your direction, your Eagle Knight ally Aviera Sacero’s ear-splitting whistle rips through the air, kicking off the plan’s second phase. Her entourage draws weapons and casts off their false bonds, dashing into the crowd of servants and frantically unlocking as many collars as they can. Reinforcements begin appearing through doorways and over walls, some clad in blue-andwhite Eagle Knight garb, others dressed as pirates, slavers, and civilians. All the while, slaves realize that this might be their best chance to escape or enact revenge upon their cruel masters. Running past you with a fresh throng of supporters, Sacero yells over the din of the crowd.
“How’s THAT for a distraction?” she laughs. “Now get going! Meet my contact at the rendezvous point!” If she has anything more to say, it’s drowned out by the clash of her blade deflecting a slaver’s axe.
The courtyard has turned into a roiling sea of clashing bodies. This uprising won’t hold off the full force of Halfwhip’s guards forever. You must reach the gate as quickly as possible and subdue any who would stand in your way.
VILLAIN:
None
HENCHMEN:
Dog Solider
Cryptfinder
Gnoll Slave
Voices of the Spire
DURING THIS SCENARIO:
After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:3 Al:0 Bl:0 ?:
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:2 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:

BR Mork |
Ok, there are the rules and locations for the next scenario. I still need traders from Radovan and Vika (Hayato will go to Sunburst Market, and will follow Radovan or Vika to one of the other traders if they go there, just so they get another card to pick from).
If you're all set for traders, then you can post a starting location and hand. Note the two reward cards from the previous scenario are in the campaign header. If no one else wants the Spear, Hayato will probably take it.

ACG - Zarlova |

Swap out the Dog for a BoE, start at the catacombs.
Initial hand
Hand: Fireblade, Blessing of Pharasma 1, Blessing of the Gods 1, Blessing of the Gods 3, Inflict, Cure 1,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.

Ezren "His Father's Son" |

In the ensuing chaos, Ezren flees for the underground tunnels he'd previously discovered, in the process meeting up with his apparently good-for-nothing 'bodyguard' Tengu and the cult-following stalker acolyte. As they find a brief moment of safety, the acolyte, panting, hands Ezren some twisted 'staff' of some hideous origin that the acolyte seemed to summon from nowhere.
"T-Take it. You won't find worthier targets for its hunger anytime soon." The acolyte insists, pushing the awful thing into Ezren's hands. With a sick feeling in his stomach, Ezren recognizes the bone material constructing it to be - or have once been - a spine. A human spine.
And yet. The magic of this stave is like nothing Ezren has ever encountered. It feels like its moving - trembling - under his grasp, and as if its PULLING him back to the chaos behind them. He senses its need to fight, its thirst for... Ezren shudders, sensing, feeling the stave's desires in him. The thrill of feeling the life leave ones' enemy and flow into one's self. Empowering. Sustaining. Claiming others' lives for a greater purpose, one's own purpose.
He tries to let go of the cruel thing, but it almost seems to resist it, and it feels like its almost whispering... promises to him. How hungry it is. How much it can offer.
"It won't let you down. Just keep it fed." The cultist promises with an odd smile, but before Ezren can ask anything else or protest, the sounds of combat grow louder, closer, and the acolyte flees down a different hallway as Ezren once again runs for the underground passages, the catacombs. As he runs, Ezren somehow gets separated from his bodyguard, proving again how useless the ex-pirate was at such a role.
Ezren trades Bracers of Protection for Blessing of Ancients at the Sunburst Market.
Ezren chooses to start at the Catacombs.
Hand: Hungering Staff, Flame Staff, Jinx Eater, Thieves' Tools, Life Drain, Black Spot,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: :ZeldaAcquisitionMusic: "Ezren got a staff made out of a human spine!"
Sideboard cards:

Vika - Maelwys |

Vika will trade her Longsword at the Sunburst Market to get back that Blessing of the Ancients. And will start at the Precious Mine.
Hand: Blessing of the Samurai 3, Emissary, Naginata, Mace, Blood Periapt,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing for quick-closing a location, otherwise I'll use it to dig faster.
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.

BR Mork |
Falsin Deek's wares:
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Item B
Traits
Object
Magic
Elite
Check
Intelligence
Arcane
Craft
7
Powers
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Item B
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
7
Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

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Not taking any cards from trader.
Starting location is Tarworks.
Hand: Amadi, Acadamae Student, Blessing of the Gods 2, Blessing of the Ancients, Blessing of the Elements,
Displayed: Norge,
Deck: 10 Discard: 0 Buried: 0
Notes: Zarlova I could use a cure please deck is down to 2 cards.
Sideboard cards:
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next ot this card to add another 1d8 plus the card's adventure deck number.

MorkXII - Hayato |

Hayato will trade his Portable Ram for a BotElements and since no one seems to have claimed the Spear of the Watchful Guardian, I'll take that for boarding pike. I'll join Vika at the Precious Mine.
Skills and Powers:Hand: Banner, Blessing of the Samurai, Gambeson, Jinfu, Nine-Ring Sword, WakizashiSkills STRENGTH d10 +1
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☐5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: 0
Deck: 10 Discard: 0 Buried: 2
Notes: Use Banner if you want it, and BotSamurai on a Melee or Ranged check.
Shirt reroll not used in 1C.
Banner:Banner
Item BTraits
Object
BasicPowers
When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails to defeat a bane, burty this card; if proficient with heavy armors, recharge this card instead of burying it.Jinfu:Jinfu
Cohort BTraits
Animal
Mount
Owner: HayatoPowers
Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.At the start of any turn, put this card on top of your deck to move.
Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster C
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier C
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite
Check
Strength
Melee
Arcane
9
Powers
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.
Weapon 1
Traits
Knife
Melee
Slashing
Fire
Magic
Elite
Check
Strength
Melee
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Axe
Ranged
Piercing
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Spell B
Traits
Magic
Arcane
Acid
Attack
Check
Intelligence
Arcane
4
Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Item B
Traits
Object
Magic
Ra
Trigger
Check
Strength
Knowledge
Divine
5
Powers
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item B
Traits
Liquid
Fire
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally P
Traits
Goblin
Fighter
Veteran
Check
Combat
15
OR
Charisma
Diplomacy
10
Powers
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration, add 1d4+1 to your first combat check.
Ally C
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 1 Hayato/MorkXII
Top of Blessing Discard Pile: Blessing of Khepri
Blessing P
Traits
Divine
Healing
Khepri
Check
Craft
7
OR
Divine
5
Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.
Blessings Remaining: 29
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, 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.
When a spell is played during any check, discard this card to add 2 dice to 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
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Hayato, Vika
Item B
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Henchman Monster 1
Traits
Human
Rogue
Check
Combat
12
Powers
Before you act, succeed at a Wisdom or Perception or Charisma or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Item 1
Traits
Object
Magic
Thoth
Trigger
Check
Knowledge
Wisdom
Divine
7
Powers
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Barrier B
Traits
Obstacle
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7
Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:2 W:2 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Ezren, Zarlova
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:2 Al:2 Bl:0 ?:1
Located here: Radovan
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

BR Mork |
Start of turn:
Blessing: BoKhepri
Display Gambeson.
Explore Precious Mine Card #1: Flame Staff
Arcane 4: 1d4 ⇒ 1 Failed, banished.
Recharge Jinfu to explore Precious Mine Card #2: Cryptfinder (Henchman)
Auto-fail BYA check to reduce difficulty, reveal Nine-ring sword to add d6
Combat 12: 1d10 + 3 + 2d6 ⇒ (2) + 3 + (4, 5) = 14. Defeated.
Close check Melee 6+1=7 (Recharge BotSamurai): 2d10 + 3 ⇒ (5, 8) + 3 = 16. Closed.. I will draw Scroll of Thoth, Explorer's Staff , Dhabba, Commune, and Bladeguard from the location into my hand before closing, and then get another free random item: Brilliance of Ra.
End of turn:
Random monster in 1d6 ⇒ 6 = Tarworks.
Discard Brilliance of Ra, Bladeguard, Scroll of Thoth, Explorer's Staff.
Skills and Powers:Hand: Banner, Commune, Dhabba, Nine-Ring Sword, WakizashiSkills STRENGTH d10 +1
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☐5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: Gambeson
Deck: 12 Discard: 4 Buried: 2
Notes:
Use Banner if you want it.
I'll pass over Commune to our cleric as soon as I can.
Shirt reroll not used in 1C.
Banner:Banner
Item BTraits
Object
BasicPowers
When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails to defeat a bane, burty this card; if proficient with heavy armors, recharge this card instead of burying it.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon B
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 1
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 1
Traits
Knife
Melee
Slashing
Fire
Magic
Elite
Check
Strength
Melee
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
3
OR
Melee
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Item B
Traits
Object
Magic
Maat
Check
Constitution
Knowledge
Divine
5
Powers
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 1
Traits
Object
Magic
Mummy
Check
Wisdom
Survival
Divine
6
Powers
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Ally C
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally P
Traits
Goblin
Fighter
Veteran
Check
Combat
15
OR
Charisma
Diplomacy
10
Powers
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration, add 1d4+1 to your first combat check.
Ally P
Traits
Catfolk
Bard
Gambling
Check
Charisma
Diplomacy
13
Powers
After a charcter at your loation rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck. Then you may explore your location.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 2 Vika/Maelwys0
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 28
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, 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.
When a spell is played during any check, discard this card to add 2 dice to 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
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Hayato, Vika
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:2 W:2 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Ezren, Zarlova
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:3 Ba:2 W:0 Sp:0 Ar:2 I:2 Al:2 Bl:0 ?:1
Located here: Radovan
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Vika - Maelwys |

Turn 2, under the Blessing of the Ancients
Seeing as Hayato has already been super-effective at clearing out the mine (and collecting all the preciousness), Vika will move over to the Quarry instead.
As she enters the quarry, she's met with a skeletal dog of some sort. She quickly swings her Mace at it, to dispatch it.
First Exploration - Skeletal Jackal. I'm actually going to use my Naginata to intentionally increase the difficulty level and ditch the blunt bonus, for fear of massive overkill otherwise.
Check to Defeat - Combat 11: 1d10 + 3 + 2d8 ⇒ (8) + 3 + (6, 8) = 25
Drop the 8 = 17. It worked!
Successfully destroying the dog with her polearm, Vika continues on. Around next corner she encounters exactly what she'd been afraid of... another Fire Hydra. These things had been getting on her nerves for a while now, and she wasn't happy to see them again after that incident in the warehouse!
Discard an Emissary to explore again. Second Exploration - Fire Hydra.
Auto-fail Dex check, Fire Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Check to Recharge Periapt - Fortitude 6: 1d10 + 1 ⇒ (9) + 1 = 10
The Hydra turns and breathes fire at her, which her amulet thankfully flashes and absorbs. It goes dark, but she feels like it will recover in time. Vika charges and slashes with her Naginata.
Going to recharge my Naginata to clear it out of my hand, now that overkill isn't an issue.
Check to Defeat - Combat 7: 1d10 + 3 + 2d8 + 2d4 ⇒ (1) + 3 + (4, 4) + (4, 3) = 19
Drop a 4 = 15. Success, but not elemental damage so it will recover
Vika easily slices the heads from the Hydras body... then turns and runs when she notices that they're already starting to reform. She gets around the corner and stops, panting.
That shuffles the deck, so I'll randomize what card I face next. Discard a BotSamurai to explore again.
Third Exploration: 1d10 + 1 ⇒ (1) + 1 = 2
Of course it's the Hydra again, why wouldn't it be?
Auto-fail Dex check, Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0
As she's catching her breath, the Hydra comes around the corner after her. It recovered much faster than she expected. This time she's ready for the blast of fire though, and manages to dodge out of the way before bringing her Mace down on it's newly formed heads.
Check to Defeat - Combat 7: 1d10 + 3 + 1d8 + 3 ⇒ (9) + 3 + (5) + 3 = 20
Can't fail, of course. But still not elemental damage...
It's heads are crushed, but again are already starting to reform before Vika's eyes. This time, she decides to run a little faster, and a little further, knowing this thing is still hunting her across the quarry.
Yeesh, I really hate those Hydras. And also hate the fact that I don't think there's any way for me to easily gain elemental damage in this deck. Draw up and end my turn... 3 combats, but I only killed 1 monster. And I'm just happy I didn't overkill him or that would've been a really long and entirely unproductive turn. ;-)
Random monster in...: 1d6 ⇒ 6 ... the Tarworks. Again. Sorry, Radovan! Enjoy that. ;-)
Hand: Mace, Topaz of Strength, Greatclub, Camel, Wakizashi,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: All the weapons... ;-)
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster B
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon 1
Traits
Sword
Melee
Slashing
Cold
Magic
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 1
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
3
OR
Melee
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Item C
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Item B
Traits
Tool
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Item C
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally P
Traits
Catfolk
Bard
Gambling
Check
Charisma
Diplomacy
13
Powers
After a charcter at your loation rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck. Then you may explore your location.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Turn: 3 Radovan/huntsfromshadow
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 27
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Hayato,
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Vika
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:2 W:2 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Ezren, Zarlova
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:4 Ba:2 W:0 Sp:0 Ar:2 I:2 Al:2 Bl:0 ?:1
Located here: Radovan
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

![]() |

Start of Scenario -> Display Norge.
Turn 3
Blessing of the Ancients
Everyone scattered trying to find a way out of the compound so they could lead the others to saftey. Radovan found himself at the tar works. "Well at leat the fire won't bother me," he thinks to himself.
Start of turn -> Reveal Amadi
Card on top of Tarworks -> Tomb Raider (Ally B) -> Leaving it on top of the deck.
Explore -> Tomb Raider
Diplomacy 4: 1d8 + 2 ⇒ (6) + 2 = 8 -> Acquired Tomb Raider
Turning a corner he sees a slave of Orisani descent, immediatly taking Radovan as someone trying to recpature him he moves forward aggressivley. "Whoa Whoa man. Look I want out of here as much as you do," he says his hands up trying to show he is no threat.
His words calm the man and Radovan motions him to follow.
Bad Check. Got close conditions confused Please ignore. -> Diplomacy 7: 1d8 + 2 + 1d8 ⇒ (7) + 2 + (3) = 12
Discard Acadamae Student to explore Tarworks -> Caravan Raider
Recharge Blessing of the Anicents as Blessing deck's discard has Basic trait.
Combat 10: 1d8 + 1d6 + 1d4 + 1 + 1d8 ⇒ (2) + (5) + (3) + 1 + (2) = 13
Searching deeper, thanks to some advice Radovan once learned from an acadame student in Karvosa, he heads where the tar works channels are leading, hopefully to the exit. He finds himself in front of a raider trying to recapture slaves. He decides to take advantage of the choas and knocks out the raider making sure he won't be an issue for future explorations.
Discard Tomb Raider to explore -> Trapped Locker
Using Blessing of the gods cloning Blessing of the Ancients so that lets me recharge as top of discard pile as basic trait.
Disable 9: 1d8 + 3 + 1d8 ⇒ (4) + 3 + (7) = 14 -> Add 1 Random Armor from Box
Random Armor: 1d5 ⇒ 1 -> Crocodile Skin Armor
The tomb raider points to a lockbox off to the corner. Radovan smiles, "Good catch" as he kneels down and deftly unlocks the trapped locker finding a set of armor inside. "This might be usefull," he musses.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
New Monster Location: 1d5 ⇒ 1 -> Quarry
Draw: Kama, Thievs' Tools
Hand: Amadi, Crocodile Skin Armor, Blessing of the Elements, Kama, Thieves' Tools,
Displayed: Norge,
Deck: 10 Discard: 2 Buried: 0
Notes: Zarlova I could use a cure please deck is down to 2 cards.
Sideboard cards:
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next ot this card to add another 1d8 plus the card's adventure deck number.

ACG - Zarlova |

Start turn: Blessing of Pharasma.
Give Blessing of the Gods 1 to Ezren.
Zarlova heads into the tunnels beneath the compound, seeking a safe path to the gate. A loud shriek from an odd fungus like patch on the wall halts her in her tracks; tensely awaiting whatever may have been drawn to the noise. After a few moments, nothing of interest comes rushing up the tunnel toward her, so she continues examining the area.
Free Explore: Shrieking plant. Choose stealth (1d4) and autofail.
No monsters in the next 3 cards.p
Recharge Blessing of Pharasma to explore again.
Explore 2: Fire lance (Weapon, craft 5) craft 5 (1d10+2): 1d10 + 2 ⇒ (7) + 2 = 9
Add Fire lance to hand.
It appears one of the guards left their weapon stashed here, she can probably at least make use of it. She continues down the tunnel, pausing at the approach of footsteps. A dromedary appears in the tunnel, breathing heavily from its trip down the narrow passage. She warily gives the camel a pat on the neck, ready to step aside should it spit at her, but it continues on its way, apparently having lost its way in the chaos above. Continuing down the tunnel yields another lost weapon, but it appears to be too damaged to be of use.
Discard Blessing of the Gods 3 to explore again.
Explore 3: Camel (Wisdom 7)
Wisdom 7 (1d10+1): 1d10 + 1 ⇒ (7) + 1 = 8
Add camel to hand.
Discard Camel to explore again.
Explore 4: Kopesh (Strength 7)
No chance of passing 1d4 fails.
End turn, reset hand.
Random monster added to: 1d6 1d6: 1d6 ⇒ 5 -> Catacombs
Random monster 1d5: 1d5 ⇒ 4 added to Catacombs
Hand: Fireblade, Fire Lance, Sages Journal, Chain Mail, Inflict, Cure 1,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: No blessing to share :(
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.

BR Mork |
I'm going to reroll that extra monster from Radovan's turn, since it should have been a d6 instead of a d5:
1d6 ⇒ 1 = Precious Mine
Well, that's a bit nicer. :)
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier C
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Stealth
Perception
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 1
Traits
Curse
Law
Trigger
Elite
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon C
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon C
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Acrance
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor P
Traits
Light Armor
Construct
Check
Constitution
Fortitude
6
Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item C
Traits
Object
Magic
Abadar
Check
Disable
Perception
Arcane
Divine
10
Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally C
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits
Undead
Ghost
Incorporeal
Check
Divine
Charisma
Diplomacy
8
Powers
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 5 Ezren/Yewstance
Top of Blessing Discard Pile: Blessing of Ra
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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: 25
Blessings Deck
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Hayato,
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Vika
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:4 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Zarlova
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:3 Ba:1 W:0 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Ezren "His Father's Son" |

At the start of his turn, Ezren hands a Blessing of the Gods back to Zarlova (pushing her past her max hand size for the time being). Ezren takes his free exploration at the Catacombs.
Catacombs Card 1: Alchemical Gas
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Not that I don't have decent odds of beating this barrier (excellent odds if I recharge a spell to add a die), but it's the only barrier in the deck. Seems a good time to discard Thieves' Tools to autopass the check rather than leave them lying around my hand. Alchemical Gas defeated.
Ezren discard Jinx Eater to explore again.
Catacombs Card 2: Caravan Raider
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Choose combat, reveal Hungering Staff to use my Arcane skill. Jinx eater added another +1. Hayato Displays Banner to add another +1.
Combat 10 (Arcane): 1d12 + 1d6 + 2 + 1 + 1 + 1 + 2 ⇒ (7) + (2) + 2 + 1 + 1 + 1 + 2 = 16 -> Caravan Raider defeated.
Making his way down the passages, dealing with the increasingly familiar traps and oddities they hold, Ezren is rushed by a new attacker, apparently one of the guards attempting to recapture the rioting slaves. Almost before Ezren can think, his staff comes to life in his hands, dragging his arm forward and up - was the spine twisting under his hands!? - and Ezren somehow knows the words to activate the spell, and they're falling from his lips as a streak of dark magic pierces the murk and the raider stops, dropping his weapons and clutching at his heart. With a cry that turns into a low groan, he kneels, then falls to his side, dead, as Ezren feels the staff shudder and settle. When Ezren checks the body, it seems as if the raider has aged decades from a moment ago; his entire body worn and aged, and decomposition settling in already, somehow.
Ezren shudders, but marvels at the power of the staff, its whispers quiet for now - sated - as he moves on.
Ezren discards Black Spot to his power to explore again.
Catacombs Card 3: Voices of the Spire
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
I don't see a compelling way of getting around this without being cursed, so I choose combat, this time setting aside Life Drain for combat.
Combat 10 (Arcane): 1d12 + 1 + 1 + 2 + 2d4 ⇒ (1) + 1 + 1 + 2 + (1, 3) = 9 -> Undefeated. Voices of the Spire is shuffled back into the deck.
Arcane 9 (Recharge): 1d12 + 1 + 2 ⇒ (7) + 1 + 2 = 10 -> Life Drain recharged.
Ooh no, really? My odds were 94.79%... Well, I discard Flame Staff to 1 combat damage, I'm afflicted with the scourge Curse of Vulnerability, and Life Drain randomly heals me 1 card from my discard pile (Jinx Eater), wiping my recharged pile.
The staff sated, when Ezren comes across a strangely-dressed, and hostile, cleric, he instead turns to his own life-draining magics, seeking to sustain his strength for the fights to come. But the cleric's wards are too strong, and the spell is broken before Ezren can start to drain much of their life, and he has to raise his spare stave to protect himself from the cleric's terrifying mace, feeling it splinter in his hands!
He cries, and the Hungering Staff comes to life once more, writhing and trying to feast on their attacker, though the attacks are warded off every time. Even so, the newfound magical assault was enough to cause the inquisitor to back off and hide down another corridor, fleeing as Ezren recovers his strength and tries to calm down the staff.
The wizard tries to ignore some awful, lingering taint of the inquisitor's magic. A mark, a promise that the Inquisitor will continue to hunt him. Could he have been drawn to the dark nature of the staff itself?
Hayato needs to recharge Banner. Ezren ends his turn. A random monster is shuffled into...
Location Deck: 1d6 ⇒ 3 -> Scorched Ruins
Ezren resets his hand. Flavor text may be added in later.
Hand: Hungering Staff, Caltrop Bead, Cult Acolyte, Brand of Hobbling, Blessing of the Ancients, Unshakeable Chill,
Displayed: Curse of Vulnerability,
Deck: 6 Discard: 3 Buried: 0
Notes: Well that sucked. But at least I cleared out two cards at low cost to myself. The curse is near-irrelevant, since I basically can't reduce damage dealt to me anyway.Feel free to use my Blessing of the Ancients without asking if its sufficiently important, especially if it can recharge. Though if it's used, Zarlova can just Cure it back into my deck anyway!
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
When building your deck, you may treat any blessings that do not have the Divine trait as items.

MorkXII - Hayato |

Off-turn:
Display, and then recharge Banner
Start of turn:
Blessing: BotElements
Having managed to push his way through the crowd and find one of the Halfwhip's minions so quickly, Hayato rushes to the Catacombs hoping to help quickly bring down more of slavers so they can all escape with Siddique as soon as possible.
Explore Catacombs Card #1d6 + 2 ⇒ (2) + 2 = 4: Catching Cape
Automatically acquired (DC 3 w/d8+2).
Discard Dhabba to explore Card # (reroll on 4) 1d6 + 2 ⇒ (3) + 2 = 5 : Ghost Scorpion
Combat 9: 1d10 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10 Defeated
Hayato strips a cape off a recently fallen slaver, but while he reaches for it, a scorpion falls from the folds of the cape, and tries to sting him. He throws the cape and scorpion back to the ground and crushes it under foot.
End of turn:
Random monster location: 1d6 ⇒ 5 = Catacombs.
Recharge catching cape.
Draw 2 cards( Camel, Retriever).
Skills and Powers:Hand: Camel, Commune, Nine-Ring Sword, Retriever, WakizashiSkills STRENGTH d10 +1
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☐5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: Gambeson
Deck: 12 Discard: 5 Buried: 2
Notes: I'll pass over Commune to our cleric as soon as I can.
Shirt reroll not used in 1C.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier 1
Traits
Obstacle
Trap
Basic
Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8
Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Weapon C
Traits
Club
Melee
Bludgeoning
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 1
Traits
Object
Magic
Mummy
Check
Wisdom
Survival
Divine
6
Powers
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.
Item C
Traits
Object
Magic
Abadar
Check
Disable
Perception
Arcane
Divine
10
Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 7 Vika/Maelwys0
Top of Blessing Discard Pile: Blessing of Ra
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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: 23
Blessings Deck
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Vika
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Zarlova, Hayato
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:3 Ba:1 W:0 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Vika - Maelwys |

Turn 7, under the Blessing of Ra
Vika continues to explore the Quarry, weary of encountering a Hydra around any corner...
First Exploration - Shock Lizard. I really want this guy (to help me against the Hydra) so I'm going to recharge my Topaz for the skill boost.
Check to Acquire - Survival 4: 1d10 ⇒ 7
... she breathes a sigh of relief when the scurrying sound she heard turns out to be a smaller lizard instead. And one that seems to have some formidible electrical abilities also... definitely something that could give that Hydra a shock! She coaxes it towards her, and picks it up to ride on her shoulder for now.
Discard Camel to explore again. Second exploration - Seer's Tea
Check to Acquire - Wisdom 4: 1d8 ⇒ 3
Continuing to look around, she comes across a small canteen of tea. Unfortunately, it seems to have spoiled already, so she pours it out.
I'm going to hang onto the Lizard for now for his elemental powers, so not going to explore again. Draw 1 to end my turn.
Random Monster appears at: 1d6 ⇒ 1... the Mine, perfect!
Hand: Mace, Greatclub, Wakizashi, Shock Lizard, Blessing of the Samurai 2,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: All the weapons... ;-)
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
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 C
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier 1
Traits
Trap
Cold
Arcane
Trigger
Veteran
Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8
Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Weapon 1
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
6
OR
Arcane
Divine
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item B
Traits
Liquid
Fire
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.
Item C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Item 1
Traits
Object
Magic
Gambling
Check
Wisdom
6
Powers
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.
Item 1
Traits
Liquid
Cold
Poison
Alchemical
Check
Intelligence
Craft
Knowledge
7
Powers
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Ally B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally C
Traits
Animal
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10
Powers
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
Ally C
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 8 Radovan/huntsfromshadow
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 22
Blessings Deck
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Vika
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Zarlova, Hayato
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:3 Ba:1 W:0 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

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Correction from my last turn. Blessing of the Gods was discarded not recharged.
Turn 8
Blessing of the Elements
Start of Turn -> Reveal Amadi
Amadai shows top card is -> Shock Elemental
This moves to bottom of deck.
Continuing to hear Amadai's advice in his head he continues to explore the Tarworks.
Explore -> Poison Blade Trap
Discard Thieves' Tools to defeat barrier.
Recharge Check Disable 8: 1d8 + 3 ⇒ (4) + 3 = 7 -> Tools Discarded.
Finding a blade trap Radovan quickly deals with it but not before his tools take some damage. "Desna Weeps." he sighs.
Discard Amadi to Explore
Explore -> Armor of the Sands
Norge gives me a +2 fortitude skill.
Fortitude 6: 1d8 + 2 ⇒ (6) + 2 = 8 -> Armor Aquired
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Discard Blessing of the Elements to Explore
Explore -> Burglar's Buckler
Disable 6: 1d8 + 3 ⇒ (4) + 3 = 7 -> Aquired
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Though it seems Desna is smiling on Radovan as he keeps finding armor that is in good shape and just lying on the ground. "Well thank you lady," as he makes the sign of Desna over his heart.
Reset Hand -> Discard Armor of the Sands
Draw -> Alaeron, Sage's Journal
New Random Monster Location: 1d6 ⇒ 1 => Mine
Hand: Alaeron, Crocodile Skin Armor, Kama, Burglar's Buckler, Sage's Journal,
Displayed: Norge,
Deck: 7 Discard: 7 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next ot this card to add another 1d8 plus the card's adventure deck number.

ACG - Zarlova |

Turn 9: Blessing of Wadjet
Free Explore: Acid Mantis (Combat 9)
Play Fireblade (1d10+4+2d4) Combat 9: 1d10 + 4 + 2d4 ⇒ (5) + 4 + (4, 3) = 16
Continuing to explore the tunnels, Zarlova ducks as a acidic spittle strikes the cave wall. Calling the fiery blade to her hand again, she strikes at the giant insect, it's death cry drawing more monsters to the area. She continues down the tunnel, keeping an eye out for other dangers. Apparently the desert thieves utilize these tunnels as well, as one bars the spellcaster's way. A short prayer to Nethys and the thief crumples to the ground, pierced by unseen weapons. She murmurs another prayer to Nethys to bolster her companions strength, then pauses for a short rest.
Acid Mantis defeated.
Shuffle random monster in.
Recharge Fireblade Divine 8: 1d10 + 4 ⇒ (10) + 4 = 14
Fireblade put on bottom of deck.
Discard BotG to explore again. (1d5, 1 is random monster) 1d5: 1d5 ⇒ 2
Explore 2: Desert Trapper (Combat 8)
Play Inflict (1d10+4+1d6) Combat 8: 1d10 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
Desert Trapper Defeated.
Recharge Inflict Divine 6: 1d10 + 4 ⇒ (7) + 4 = 11
Recharge Inflict to top of deck.
Play Cure on Ezren Shuffle 1d4+1 back in 1d4+1: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Cure Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8
End of turn monster added to location 1d6: 1d6: 1d6 ⇒ 3 -> Scorched Ruins
End turn, reset hand.
Hand: Inflict, Fire Lance, Sages Journal, Chain Mail, Holy Light, Blessing of the Gods 2,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.

Ezren "His Father's Son" |

Off-turn: Ezren is cured all cards in his discard pile by Zarlova's Cure.
Turn 10: Blessing of Thoth
Ezren starts his turn, handing off Blessing of Ancients to Zarlova, then takes his free exploration. Deck is shuffled, so exploring random card.
Random Explore (1 on 1d4 is random Monster): 1d4 + 1 ⇒ (1) + 1 = 2
Catacombs card "1", random monster: Shasalqu
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Wisdom 6 (BYA): 1d8 ⇒ 2 -> Failure.
Recharge X: 1d4 ⇒ 4 -> OUCH! Ezren recharges everything in his hand but Hungering Staff.
Posting for now for Zarlova's reference. Will continue, starting with combat, in a separate post.
Hand: Hungering Staff,
Displayed: Curse of Vulnerability,
Deck: 13 Discard: 0 Buried: 0
Notes: OUCH! Ezren's not had a good couple of turns...
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ACG - Zarlova |

Wisdom check for Shasalqu on Ezren's turn. Wisdom 6: 1d10 + 1 ⇒ (10) + 1 = 11
Passed check, no cards recharged.
Discard Chain Mail to 1 cold damage.

Ezren "His Father's Son" |

Nothing for it. Combat check on the Sashalqu. Reveal Hungering Staff to use Arcane.
Combat 9: 1d12 + 1d6 + 2 + 1 + 2 ⇒ (7) + (6) + 2 + 1 + 2 = 18
*LOUD EXPLETIVES*. Ezren takes 1 Cold damage, discarding his precious Hungering Staff. Zarlova takes 1 Cold Damage. Overkill penalty causes another random monster to be shuffled into the Catacombs. Ezren has no cards in his hand and ends his turn, shuffling ANOTHER random monster into...
Random Location: 1d6 ⇒ 4 -> Peasant Tombs gets a new monster shuffled in.
Ezren resets his hand.
Monsters defeated: 1.
Monsters added into open location decks: 2.
Cards discarded by the team: 2.
Bleah.
Hand: Flame Staff, Ukobach, Life Drain, Bone Armor, Cure, Jinx Eater,
Displayed: Curse of Vulnerability,
Deck: 7 Discard: 1 Buried: 0
Notes: OUCH! Ezren's not had a good couple of turns...
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
When building your deck, you may treat any blessings that do not have the Divine trait as items.
Forgot Hayato was there. He also needs to complete the BYA and AYA penalties from my combat.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster B
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier B
Traits
Obstacle
Fire
Basic
Check
Dexterity
Acrobatics
Perception
Craft
6
Powers
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon 1
Traits
Whip
Melee
Piercing
Poison
Finesse
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon B
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor P
Traits
Light Armor
Construct
Check
Constitution
Fortitude
6
Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Tool
Basic
Check
Intelligence
Perception
4
Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Item C
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item C
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally C
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 9 Zarlova/magi210
Top of Blessing Discard Pile: Blessing of Wadjet
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 21
Blessings Deck
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Vika
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:4 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Zarlova, Hayato
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Undead
Elite
Check
Combat
11
Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

MorkXII - Hayato |

Off-turn:
Shasalqu BYA Wisdom 6: 1d6 ⇒ 3
Recharge 1d4 ⇒ 2 cards (Retriever, Wakizashi).
AYA Cold Damage: Discard Camel.
Start of turn:
Blessing: BoAbadar
Give Commune to Zarlova who buries it to get a Blessing of Nethys.
Explore Catacombs Card #1: Voices of the Spire
Combat 8+2=10: 1d10 + 3 + 1d6 + 1d6 ⇒ (1) + 3 + (6) + (6) = 16 Defeated, Curse of Vulnerability displayed.
The commotion in the slaver's compound has somehow raised the ire of the Voices of the Spire. Hayato has no time to explain the situation to them (and doubts they would listen anyway), so he knocks the man out.
Using Zarlova's BotG to close.
Close Survival 4+1=5: 2d6 + 1 ⇒ (4, 4) + 1 = 9
Draw Fire Gecko from the box on closing.
A little lizard darts across Hayato's path, and at first Hayato assumes it's another of those baby hyrdas (or maybe a scorpion or any of the other little creatures that seem to be constantly attacking him), but instead it's a friendly little Fire Gecko. Hayato offers a few bites from his pack to the skittish creature, and after some coaxing, the lizard climbs up on his shoulder.
End of turn:
Random monster goes to: 1d6 ⇒ 6 Tarworks.
Draw 3 cards.
Skills and Powers:Hand: Blessing of the Samurai, Blessing of the Samurai, Fire Gecko, Nine-Ring Sword, Weaponrack BackpackSkills STRENGTH d10 +1
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☐5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: Curse of Vulnerability, Gambeson
Deck: 11 Discard: 6 Buried: 2
Notes: Shirt reroll not used in 1C. Use Blessings as needed, ideally on Melee or Ranged checks so they recharge.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier C
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 1
Traits
Trap
Cold
Arcane
Trigger
Veteran
Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8
Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Stealth
Perception
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Weapon 1
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon P
Traits
Staff
Instrument
Melee
Bludgeoning
Magic
Check
Charisma
Melee
13
Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon B
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Spell C
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor P
Traits
Light Armor
Construct
Check
Constitution
Fortitude
6
Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Item 1
Traits
Staff
Attack
Magic
Arcane
Divine
Anubis
Check
Arcane
Divine
6
Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Ally C
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally C
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 12 Vika/Maelwys0
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Vika
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:4 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Catacombs
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren, Zarlova, Hayato
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:4 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Vika - Maelwys |

Turn 12, under the Blessing of the Ancients
After sitting to rest for a minute with her new friendly lizard, Vika gets up and starts exploring around the piles of rock in the quarry. She catches a glint of metal, and upon further exploration her smith skills quickly recognize it as not being simply a well-crafted axe, but one with some magical abilities.
First Exploration - Returning Throwing Axe +1. Hayato recharges a Blessing of the Samurai, and Zarlova recharges a Blessing of the Ancients.
Check to Acquire - Dexterity 8: 3d8 ⇒ (5, 2, 8) = 15
She hefts the new weapon, and stores it on her belt for later as she continues to poke around.
Discard BotSamurai to explore again. Second Exploration - Chakram
Check to Acquire - Dexterity 6: 1d8 ⇒ 2
She finds another weapon, this one a throwing ring. But it doesn't posses the same magical enchantments that kept the axe in such good condition, and has been badly chipped from laying in the piles of rock for so long.
Short turn, but grabbed a Weapon 1 at least. Discard the magical Axe since nobody can really use it right now, and then draw 1 to end my turn.
New Random Monster Location: 1d6 ⇒ 5 - The newly closed Catacombs, perfect!
Hand: Mace, Greatclub, Wakizashi, Shock Lizard, Banner,
Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Banner is there, if anybody sees combat.
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.

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Turn 13
Blessing of Abadar
Explore Tarworks -> Henchman
Reveal Kama for 1d6 to combat.
Reveal Sage's Journal for 1d4 for combat.
Combat: 1d8 + 1d6(Cls) + 1(Norge) + 1d6(Kama) + 1d4(Sage Journal)
Combat 10: 1d8 + 1d6 + 1 + 1d6 + 1d4 ⇒ (1) + (2) + 1 + (1) + (1) = 6 -> Failed by 4.
Discard Burglar's Buckler to absorb 4 damage.
Drawing Curse of Vulnerability
Scourge B
Traits
Curse
Check
None
Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Discard Alaeron to explore.
Random Card: 1d8 ⇒ 8 -> Emperor Cobra
Reveal Kama for 1d6 for Combat.
Combat: 1d8 + 1d6(Cls) + 1(Norge) + 1d6(Kama) + 1d8 (Fire on Monster)
Combat 8: 1d8 + 1d6 + 1 + 1d6 + 1d8 ⇒ (8) + (2) + 1 + (2) + (3) = 16 -> Cobra Defeated
Draw: Red Leather, Compass
New Monster Location: 1d6 ⇒ 6 -> Tarworks
Hand: Red Leathers, Crocodile Skin Armor, Kama, Cutlass, Sage's Journal,
Displayed: Norge, Curse of Vulnerability,
Deck: 5 Discard: 9 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next ot this card to add another 1d8 plus the card's adventure deck number.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Barrier C
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier C
Traits
Obstacle
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7
Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
6
OR
Arcane
Divine
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon B
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 1
Traits
Whip
Melee
Piercing
Poison
Finesse
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Armor B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Ally C
Traits
Half-Orc
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally B
Traits
Undead
Ghost
Incorporeal
Check
Divine
Charisma
Diplomacy
8
Powers
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 14 Zarlova/magi210
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 16
Blessings Deck
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Vika
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:4 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Catacombs
At This Location:
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren, Zarlova, Hayato
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:4 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster B
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

ACG - Zarlova |

Turn 14; Blessing of the Ancients
Move: Quarry
Free Explore: Tussah Silk Coat (Constitution 4) Constitution 4: 1d6 ⇒ 2 Failed, Coat is banished.
Play Blessing of Nethys to look at the top two cards.
Put the monster back, then the ally on top.
Explore 2: Encounter the Dhabba (Wisdom 6)
Wisdom 6: 1d10 + 1 ⇒ (10) + 1 = 11
Dhabba acquired.
Discard Dhabba to explore again.
Explore 3: Death Hound (Combat 7, then combat 7)
Play Inflict (1d0+4+1d6) Combat 7: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (3) = 16
Recharge Inflict Divine 6: 1d10 + 4 ⇒ (1) + 4 = 5
Play Holy Light Combat 7: 1d10 + 4 + 2d6 ⇒ (8) + 4 + (6, 3) = 21
Recharge Holy light Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10
Place Holy light on top of deck.
Death Hound defeated, draw curse of Vulnerability
Auto fail constitution AYA check, discard Sages Journal.
End turn, reset hand.
Random monster added to location 1d6: 1d6 ⇒ 5 - Catacombs
Hand: Holy Light, Fire Lance, Blessing of Pharasma 2, Cure 2, Sage, Pearl of Wisdom,
Displayed:
Deck: 6 Discard: 8 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster B
Traits
Animal
Electricity
Basic
Check
Combat
6
Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier B
Traits
Obstacle
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7
Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
6
OR
Arcane
Divine
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite
Check
Strength
Melee
Arcane
9
Powers
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon P
Traits
Staff
Instrument
Melee
Bludgeoning
Magic
Check
Charisma
Melee
13
Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Spell B
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor P
Traits
Light Armor
Construct
Check
Constitution
Fortitude
6
Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
6
Powers
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Item B
Traits
Staff
Attack
Magic
Cold
Check
Arcane
Divine
6
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Ally 1
Traits
Human
Cleric
Trigger
Check
Charisma
Diplomacy
Divine
9
Powers
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Ally B
Traits
Thriae
Druid
Veteran
Poison
Check
Charisma
Diplomacy
7
Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Ally C
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally C
Traits
Human
Rogue
Hireling
Check
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Turn: 15 Ezren/Yewstance
Top of Blessing Discard Pile: Blessing of Horus
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Remaining: 15
Blessings Deck
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Zarlova, Vika
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Henchman Monster 1
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Monster B
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:4 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Catacombs
At This Location:
When Closing:
When Permanently Closed:
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren, Hayato
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:4 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster B
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Ezren "His Father's Son" |

Ezren, surprisingly, has 1d8 constitution, so he'll move to the Quarry and explore.
Quarry Card 1: Final Nights
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
This better not be the "Let's get Ezren cursed with everything!" episode of Pathfinder. Roll intelligence.
Intelligence 7: 1d12 + 1 ⇒ (11) + 1 = 12 -> Defeated, hooray! Discard Jinx Eater to explore again, adding 1 to combat checks.
Quarry Card 2: Dog Soldier
Traits
Halfling
Barbarian
Check
Combat
11
Powers
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Hmm... Good news is that it's a henchmen. Bad news is how my roll may turn out to be; my average is 15.5 here, and I want to hit under 16 and over 10. Ezren elects not to display Vika's banner, and sets aside Life Drain for combat. Jinx Eater adds +1 to combat.
Combat 11 (<16), (Arcane): 1d12 + 2d4 + 1 + 2 + 1 ⇒ (2) + (1, 2) + 1 + 2 + 1 = 9 -> Really!? My odds of at least passing were 90%! Dog Soldier is shuffled back into the deck.
Arcane 9 (Recharge): 1d12 + 1 + 2 ⇒ (12) + 1 + 2 = 15 -> Life Drain recharged, at least.
Ezren banishes Bone Armor to reduce damage dealt to 0. Life drain randomly shuffles Jinx Eater (not Hungering Staff? Damn) from my discard pile back into my deck; recharge pile cleared. Ezren discards Ukobach to draw a card (Viper Strike) and explore again.
Random explore: 1d3 + 1 ⇒ (2) + 1 = 3
Quarry Card 3: Bonecrusher Hunter
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Ezren sets aside Viper Strike for combat, and this time Vika displays Banner for +1. Ukobach adds +1 to the check to defeat.
Combat 10 (Arcane): 1d12 + 2d4 + 1 + 2 + 1 + 1 ⇒ (2) + (4, 1) + 1 + 2 + 1 + 1 = 12 -> Defeated, but holy low rolls batman!
Arcane 6 (Recharge): 1d12 + 1 + 2 ⇒ (3) + 1 + 2 = 6 -> Viper Strike recharged.
Ezren ends his turn. A random monster is shuffled into...
Random Location: 1d6 ⇒ 6 -> Tarworks.
Ezren resets his hand. Flavor text may be added in later.
Hand: Flame Staff, Caltrop Bead, Black Spot, Jinx Eater, Cure, Thieves' Tools,
Displayed: Curse of Vulnerability,
Deck: 5 Discard: 2 Buried: 0
Notes: Weak turn, but not as bad as last time. Damn combat rolls bucking expectations. I've only got one 'attack spell' (the staff) in hand, so my next turn may not be too strong. Feel free to use my Black Spot on combat rolls.
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
When building your deck, you may treat any blessings that do not have the Divine trait as items.
Vika needs to display Banner.

BR Mork |
Off turn:
Recharge BotSamurai for Vika
Start of turn:
Blessing: BoThoth
Explore Quarry Card #1=Henchmen, 2=Other card: 1d2 ⇒ 2: Fire Hydra
Hayato rushes to the Quarry to assist his companions. The gecko on his shoulder hisses a warning and Hayato again finds himself confronted by a Fire Hydra.
Punching the Hydra, revealing Fire Hydra for d4+Fire, +1 from Banner. Good chance of overkill, but I don't have any choice...
Combat 7: 1d10 + 3 + 1d6 + 1d4 + 1 ⇒ (1) + 3 + (1) + (3) + 1 = 9 Defeated.
Hayato thanks his new little friend for the warning and the help in defeating the annoying baby hydra.
Discard Fire Gecko to explore Quarry Card #Only: Dog Soldier
Hayato is tired of dealing with little critters, and finally comes face to face with a real opponent.
Using Nine-Ring Sword for d6, d4 from Fire Gecko, +1 from Banner
Combat 11: 1d10 + 3 + 1d4 + 1 + 1d6 ⇒ (9) + 3 + (4) + 1 + (1) = 18. Using shirt reroll on the d10 (9)
Combat 11: 1d10 + 3 + 4 + 1 + 1 ⇒ (2) + 3 + 4 + 1 + 1 = 11. Defeated.
Discard BotSamurai for close check
Close Quarry Fortitude 7: 2d8 + 2 ⇒ (5, 1) + 2 = 8. Closed.
End of turn:
Random Monster Location: 1d6 ⇒ 4 = Peasant Tombs.
Draw 3 cards( Emissary, Kikko Armor, Spear of the Watchful Guardian).
Skills and Powers:Hand: Emissary, Kikko Armor, Nine-Ring Sword, Spear of the Watchful Guardian, Weaponrack BackpackSkills STRENGTH d10 +1
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☐5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: Curse of Vulnerability, Gambeson
Deck: 9 Discard: 8 Buried: 2
Notes: Shirt reroll used in 1C. Nothing useful to anyone in my hand.

BR Mork |
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 1
Traits
Curse
Law
Trigger
Elite
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Barrier B
Traits
Obstacle
Fire
Basic
Check
Dexterity
Acrobatics
Perception
Craft
6
Powers
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon C
Traits
Club
Melee
Bludgeoning
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits
Tool
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Item C
Traits
Object
Magic
Abadar
Check
Disable
Perception
Arcane
Divine
10
Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Ally 1
Traits
Human
Cleric
Check
Knowledge
Divine
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Blessing C
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 17 Vika/Maelwys0
Top of Blessing Discard Pile: Blessing of Bastet
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Remaining: 13
Blessings Deck
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Precious Mine
At This Location:
When Closing:
When Permanently Closed:
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Quarry
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zarlova, Vika, Ezren, Hayato
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:4 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:1 Bl:0 ?:1
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Henchman Monster 1
Traits
Trigger
Gnoll
Check
Combat
10
Powers
When you examine this card, encounter it and increase its difficulty by 3.
Before you act, recharge an ally.
If undefeated, search your hand, deck, and discard pile for an ally, then bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:4 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Animal
Electricity
Basic
Check
Combat
6
Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.
Monster C
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Catacombs
At This Location:
When Closing:
When Permanently Closed:
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:4 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Radovan
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Henchman Monster C
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster B
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

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Off Turn
Drawing 2 Monsters that I should have Drawn last turn.
Random Monster 1: 1d5 ⇒ 5 -> Acid Mantis 1
Random Monster 2: 1d4 ⇒ 4 -> Scarab Swarm B

Vika - Maelwys |

Turn 17, under the Blessing of Bastet
Seeing that her friends had finished exploring the Quarry, Vika decides to move out towards the Scorched Ruins. As she enters the ruins, she is accosted by a pseudo-genie.
First Exploration - Geniekin. Reveal Mace, Banner is displayed.
Check to Defeat - Combat 10: 1d10 + 3 + 1d8 + 1 ⇒ (9) + 3 + (1) + 1 = 14
She attacks it with her mace, and it disperses in defeat. Encouraged by the result, she sends her shoulder lizard forward to see what else is nearby.
Discard Shock Lizard to explore again, now that the Hydra is dealt with. And... yeah, it's a hydra. Because of course it is. Because why wouldn't it be? Second Exploration - Fire Hydra
Vika hears the lizard hiss from nearby, and rushes forward to find it face to face with another hydra. She charges in to defend her friend, getting blasted with fire as she does.
Dexterity 8 is an auto-fail, Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0
She manages to duck away from puff of fire, and slices at it with her Wakizashi.
Recharge Wakizashi to attack, just to move my hand a bit. Banner is displayed. Autopass at this point.
Check to Defeat - Combat 7: 1d10 + 3 + 1d6 + 2d4 + 1 ⇒ (2) + 3 + (3) + (4, 3) + 1 = 16
As Vika slices the Hydra's heads off, her lizard cauterizes the wounds with it's electrical shocks, making sure to finish it off.
Unfortunately, even though my Shock Lizard gave me Electricity to actually defeat the Fire Hydra, the location power means that another one will pop up at another open location. :-(
New Fire Hydra at: 1d2 ⇒ 1 Peasant Tombs
Draw up 3 new cards, and end my turn. Got 2 of the monsters out of this one, at least. And if anybody else is joining me here, I've got 2 blunt objects to throw at monsters if you need help (especially on the 2nd and subsequent rolls). Also, right after ending my turn I'll display my Kikko Armor to get it out of my hand.
Hand: Mace, Greatclub, Blessing of the Samurai 1, Blessing of the Ancients,
Displayed: Banner, Kikko Armor,
Deck: 5 Discard: 6 Buried: 0
Notes: Banner is there, if anybody sees combat. Two bludgeoning weapons if you see combat at my location. And two blessings if you need help closing
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.
New Monster appears at: 1d6 ⇒ 6Tarworks. Because of course it does, Radovan. ;-)

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Turn 18
Blessing of Bastet
Explore -> Acid Flask
Can't make an Int/Craft 5 and it isn't worth spending resources on.
Acid Flask banished.
No other way to explore.
No cards to draw at full hand.
New monster location: 1d6 ⇒ 6 => Tarworks
Hand: Red Leathers, Crocodile Skin Armor, Kama, Cutlass, Sage's Journal,
Displayed: Norge, Curse of Vulnerability, (Mon) Acid Mantis - 1, (Mon) Scarab Swarm - B,
Deck: 5 Discard: 9 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next ot this card to add another 1d8 plus the card's adventure deck number.

ACG - Zarlova |

Turn 19: Blessing of the Elements.
Give the Fire lance to Ezren. Move to the scorched ruins.
Play Cure 2 on Vika.
Shuffle 1d4+1: 1d4 + 1 ⇒ (3) + 1 = 4 back into her deck.
Recharge cure: Divine 8: 1d10 + 4 ⇒ (9) + 4 = 13. Cure 2 placed on the bottom of the deck.
Zarlova hands off the firearm to the wizard, then follows Vika to the ruins. Finding her fatigued from her recent battles, she offers a prayer to Nethys to heal her wounds, then beings exploring the ruins.
Free Explore: Poisoned Sand Tube (Knowledge 6)
Acquire check (1d10+2) Knowledge 6: 1d10 + 2 ⇒ (1) + 2 = 3 -> Sand tube is banished.
Discard sage to explore again.
An old tube, cracked and twisted with age is her first discovery, useless for their current endeavors. The growl from the onrushing gnoll interrupts her search, but between them, the cleric and warrior are able to defeat it.
Explore 2: Gnoll Slaver (Henchmen, combat 10)
Play Holy Light. Recharge Vika's Mace to add 1d6 to the combat.
Combat 10 (1d10+4+2d6+1d6): 1d10 + 2d6 + 4 + 1d6 ⇒ (8) + (1, 4) + 4 + (4) = 21
Recharge Holy Light Divine 8: 1d1d10 + 4 ⇒ (7) + 4 = 11
Place Holy light on top of deck.
Gnoll Slaver is defeated. A random monster is shuffled into the scorched ruins.
Summon and Acquire a random weapon to close: Blowgun (Knowledge 5)
Play Blessing of Pharasma and recharge Vika's Blessing of the Ancients to add 2 dice.
3d10+2: 3d10 + 2 ⇒ (4, 5, 8) + 2 = 19
Blowgun added to hand.
End turn. Random monster added to location 1d6: 1d6 ⇒ 3 -> Scorched Ruins
Reset Hand.
Hand: Holy Light, Blessing of Pharasma 1, Fire Blade, Cure 1, Blowgun, Pearl of Wisdom,
Displayed:
Deck: 5 Discard: 11 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.