
Aric - Maelwys |

Turn 10, under the Blessing of Pulura.
Start of turn, reveal Amadi to examine the top card of the deck - Card 1: Fiendish Minotaur. Since I don't want to face it on my first explore (and take extra damage from it, and then extra damage from his friend when I try to close the site), I'll bump it to the bottom and only explore once this turn, and then twice next to face it second. Fiendish Minotaur returned to the bottom of the location deck.
Aric decides to start exploring again. After one of his little friends warns him which way the Minotaur is, Aric wisely decides to go in the opposite direction. He'll let that masked fellow take care of that later, for now Aric will see what else he can find instead.
Free exploration - Card 2: Wand of Cancellation. Autofail the check to acquire, unfortunately. And then I'll hold there, since my hand should be setup to go next turn, assuming the remaining barrier isn't too nasty for me.
He notices a magic-looking wand in one corner of the maze. But unfortunately, he's unable to determine exactly how it works, so he decides it's worthless without the command word, and tosses it aside.
Hand: Amadi, Rapier 1, Stalking Armor, Compass, Rapier 2, Bestiary of Garund,
Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes:
Sideboard cards: Mancatcher, Appleslayer, Force Shortbow +1,
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d8
Diplomacy: Charisma +2
Favored Card Type: None
Hand Size 6
Proficient with: None
Powers:
At the start of your turn, you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

BR Akaitora |

That's veery sneaky Mr. Aric, very sneaky. Good job! Here's an update so that you guys don't have to keep going back between pages.
During This Adventure: The servitor demon is the henchman Demonling.
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.
Traits
Outsider
POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Turn: 11, Brielle/DavidC
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessings Remaining: 19
Blessings Deck
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any Arcane or Divine check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution 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 of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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 of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Skelton
Basic To Acquire:
Combat 8
The Skelton is immune to the Mental and Poison traits_ If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3_
Th pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Mandragoras are mandrake roots that fed on corpses_
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_
Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Elinnea, None
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead_ You may choose 1 and add it to your han; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_
Monster B
Traits:
Mongrel
Wizard
Elite To Acquire:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_
Monster B
Traits:
Animal
Basic To Acquire:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_
Barrier B
Traits:
Obstacle
Undead
Elite To Acquire:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Mogmurch/TColMaster, None
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Monster B
Traits:
Outsider
Demon
Elite To Acquire:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Monster B
Traits:
Animal
Elite To Acquire:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Barrier B
Traits:
Skirmish
Demon To Acquire:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Barrier B
Traits:
Cache
Skirmish
Basic To Acquire:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_

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I think I can handle two Fiendish Minotaurs and close the location, so I'm going to come to the Maze and steal Aric's glory :)
Brielle waves to her cohort as she passes him in the maze. She comes across a stash of weapons, but fears they may be cursed.
Temptation of Arms comes up. Don't even bother dealing out the 3 weapons, I'm not going to take one.
Brielle calls upon the Blessing of the Gods to continue forward. Snacking as she goes, she finds the Fiendish Minotaur she was warned of.
Autofail the Wisdom check].
Brielle decides to beat the minotaur to death with a pouch of Wandermeal.
[ooc]Reveal Wandermeal to use melee +d8. Banish the Caltrop bead to add d12
Combat 14: 2d8 + 3 + 1d12 ⇒ (7, 3) + 3 + (4) = 17
Since I succeeded I recharge the Caltrop Bead.
Brielle beat the beast to death, but before she can finish her meal, its mate comes for revenge.
Again, reveal Wandermeal, then bury Blessing of the Quartermaster to add d12
Combat 14: 2d8 + 3 + 1d12 ⇒ (3, 6) + 3 + (12) = 24
Brielle slays the beast and finds her way through the maze!
Recharge the blessing. Move to a random other location.
New Location: 1d5 ⇒ 3 Guardpost
@EricYou also move.
Refresh hand, end turn.
Hand: Blessing of the Quartermaster2, Wandermeal, Bone Spikes, Mattock, Quartermaster,
Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes: Blessing available if needed.
Sideboard cards:
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([ ]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

Ukuja - Elinnea |

New top blessing: Blessing of Ascension
As he's walking out the front door of the Guardhouse, Ukuja sees Brielle coming from the opposite direction. "Oh, what are you doing here? It's all right, I just cleared this place out. I see another tower over there, though." He follows his instincts and goes to check over the Watchtower.
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from
It's another one of those minotaurs! Are you that other guy's brother? But Ukuja doesn't say these things aloud; instead he shrinks back into the shadows and avoids the fiend's gaze. It moves along on its demon-ish business.
I wasn't quite prepared to fight a henchman yet, so I'm going to evade. We already have three locations closed and lots of blessings left. It'd be nice to pick up a couple more boons here too, if possible. Next turn I'll be able to scout before I explore.
Discretion is the better part of valor, he tells himself.
Hand: Fox, Wolverine, Blessing of the Elements, Crow, Shortbow, Steel Shield
Displayed: Leryn, Giant Chameleon
Deck: 6 Discard: 6 Buried: 1
Notes: My deck is getting thin so please don't use the blessing unless it would recharge. Fox can add 1d4 to any Int/Wis check; feel free to use it.Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ]+1
Cohort bonus skills
Perception: Wisdom +2
Stealth: Dexterity +2Favored Card: Ally or Weapon
Hand Size: 6 [ ]7
Proficient with: Light Armors, Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([ ] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

BR Akaitora |

That seems wise Ukuja. Here's another update:
During This Adventure: The servitor demon is the henchman Demonling.
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.
Traits
Outsider
POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Turn: 13, Mogmurch/TColMaster
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessings Remaining: 17
Blessings Deck
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any Arcane or Divine check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution 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 of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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 of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Skelton
Basic To Acquire:
Combat 8
The Skelton is immune to the Mental and Poison traits_ If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3_
Th pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Mandragoras are mandrake roots that fed on corpses_
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_
Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Brielle/DavidC, None
Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Maelwys, None
Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: Ukuja/Elinnea, None
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
Monster B
Traits:
Animal
Basic To Acquire:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_
Barrier B
Traits:
Obstacle
Undead
Elite To Acquire:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_
Monster B
Traits:
Mongrel
Wizard
Elite To Acquire:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Mogmurch/TColMaster, None
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Monster B
Traits:
Outsider
Demon
Elite To Acquire:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Monster B
Traits:
Animal
Elite To Acquire:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Barrier B
Traits:
Skirmish
Demon To Acquire:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Barrier B
Traits:
Cache
Skirmish
Basic To Acquire:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_

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Continuing his exploration of the Wounded Lands Mogmurch comes upon a corpse wearing armor that might, just might, be useful.
Con 2: 1d8 ⇒ 1 Really?
Nope, apparently not!
Discard Amfibier to explore again.
Mogmurch next comes across 3 sets of armor, useful armor this time, with a note Take one, but beware if you do.
Will wait for GM to display armor choices before finishing turn

BR Akaitora |

Random armors for Mogmurch:
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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 Combat damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2_ Reveal this card to add 2 to your Stealth or Perception check_ Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

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Tempting though the armors are, Mogmurch (barely) is able to restrain himself from taking them. Had any of them been an Armor 1 he would have...
Draw Card, End Turn
Hand: Potion of Beast Skin, Leather Armor, Frilled Lizard, Potion of Fortitude, Alchemist's Fire, Detect Magic,
Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Item
Hand Size 6 [ ] 7
Proficient with: Light Armors
Powers:
<Power 1>You may discard a card to add 1d6 [ ]+1 and the fire trait to a combat check by a character at your location: if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>

Aric - Maelwys |

Off-turn, when Brielle closes the Maze, Aric is moved to 1d5 ⇒ 1 the Cavern. To apparently pick up where Brielle left off, when she ran over to "help" him. ;-)
Turn 14, under the Blessing of Abraxas.
Start of turn, Amadi examines the top card of the deck. And it's the Fiendish Minotaur again! :-p Still not wanting to deal with his charge damage, and since we're moving pretty fast anyway, I'll drop it to the bottom of the deck.
Start of turn, Aric switches into The Red Raven. No kit trade right now
Aric wanders through the maze, hearing the sounds of nearby battle. Apparently the barbarian has joined him here, and is engaged with several of the minotaur. Not interested in being part of that he keeps wandering until he ends up emerging near a cavern. Just then, one of his informants approaches him. "Watch out, Mr. Aric! There's some danger ahead!" So warned of the danger, Aric steps into the nearby shadows, and shortly after The Red Raven emerges, and strides boldly into the cave, showing no fear.
End of move step, examine the top card. Card 2: Skeleton. Return it to the top.
Free exploration - Card 2: Skeleton. Discard my Rapier to attack.
Check to Defeat - Combat 11: 1d10 + 3 + 3d4 ⇒ (9) + 3 + (3, 3, 1) = 19
Spotting a Skeleton ahead, he rushes towards it with his Rapier slicing the air. It's a bit difficult to poke at it's thin bones with the even thinner weapon, but he finally manages to get purchase on a vital bone in its spine, and it comes collapsing down once that has been removed.
Recharge Compass. Cavern makes it a random location. 1d5 ⇒ 4 Move to the Watchtower. Compass lets me examine the top card of the deck - Card 1: Corroded Helm.
Before he has spent too long wandering the Cavern, he remembers that he's carrying a compass, and uses it to help guide himself out of the caves. And soon finds himself at the Watchtower. Good, finally some civilization! The Raven starts to explore the tower, quickly finding an equipment storeroom that contains an old Helmet. He ponders whether or not he should take it from the guards, who might still need it...
Hand: Amadi, Rapier 1, Stalking Armor, Bestiary of Garund,
Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes:
Sideboard cards: Mancatcher, Appleslayer, Force Shortbow +1,
Dexterity d10
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d8
Favored Card Type: None
Hand Size 4
Proficient with: Light Armors Weapons
Powers:
At the start of your turn, you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.

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Brielle makes her way back to the caverns, and is surprised Aric is nowhere to be seen. Could have sworn he went this way...
Brielle runs into something very, very, ugly.
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Hopefully it didn't eat Aric, or his buddy The Red Raven...
Surrendering to reasonable suspension of disbelieve, Brielle tries to wack it with her Mattock, and impale it on her Armor Spikes.
Recharge armor spikes.
As quickly as she can, she scarfs down her Wandermeal to fuel her rage.
Banish Wandermeal to add d12
Combat 11: 1d8 + 3 + 1d8 + 1d12 ⇒ (5) + 3 + (5) + (10) = 23
Brielle makes salad of her foe.
Recharge Wandermeal.
Disturbed by this, her Quartermaster friend opts to back out of the expedition, but trailing after him leads Brielle to a new passageway where she finds another lost soul.
Discard QM to explore again
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_
Brielle turns on the halfling charm.
Diplomacy 8: 1d10 + 3 ⇒ (3) + 3 = 6
After a short discussion, Brielle realizes this person is incredibly tedious and wanders off. She hopes her departed ally has given Brielle her Blessing.
Discard Blessing of the Quartermaster to explore again
Brielle blunders forward.
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
I'm going to fail, but with just one card in my hand it hardly matters. Be glad you moved Aric :)
Brielle loses her Mattock as she climbs from the pit.
End of turn. Barrier is undefeated, Caverns is shuffled.
Hand: Longspear, Crowbar, Mace, Longsword, Caltrop Bead,
Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes: I miscalculated a tad, and my deck is down to 3 cards. I should probably be conservative for a bit, unless someone has a Cure or healing power. Please, please, please do not come to the Caverns unless you are sure you can beat the barrier, because if I take 2d4 damage, odds are I die.
Sideboard cards:
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([ ]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

BR Akaitora |

During This Adventure: The servitor demon is the henchman Demonling.
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.
Traits
Outsider
POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Turn: 16, Ukuja/Elinnea
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 14
Blessings Deck
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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 of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Aric/Maelwys, Ukuja/Elinnea, None
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Mogmurch/TColMaster, None
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch
To Defeat:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_

Ukuja - Elinnea |

Under the blessing of Sarenrae, Ukuja steps into the next room and is surprised to find the Red Raven already inside. "What? Were you always a part of this team?" He notices the man is gazing at a helmet. Thinking that he must be trying to figure out how to pick it up, Ukuja helpfully bends over and does so himself. The crow riding on his shoulder suddenly squawks and flaps forward to snatch the treasure. Recharging the Crow to add 1d6 - but mostly to free up space in my hand.
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check.
If proficient with heavy armors, you may reveal this card instead of recharging it.
Constitution 3: 2d6 ⇒ (5, 2) = 7
"Don't worry, they leave their armor lying all over the place." He grabs the helmet before the crow can fly off with it. "Now, which way is out of here?" He remembers that the wolverine has been tied up in this place, so he releases it and follows its lead. (Discard wolverine to explore)
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.
The pugnacious wolverine has found a creature to start up a fight. Ukuja draws his bow and takes a few extra seconds to aim carefully at the lizard's head. Discarding blessing of the elements to add a die.
Ranged combat 11: 2d10 + 2 + 1d6 ⇒ (4, 4) + 2 + (5) = 15
The arrows pierces the lizard's eye, and it cries out in pain. Rather than finish it off, Ukuja quickly treats the wound and ties a rope around its neck. I draw the animal thanks to my character power, then use the free explore.
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.
I have a slight chance to defeat it with stealth, or with divine if I use the fox. But it's slight. I will instead use the ability to discard the animal I just drew to evade the bane.
A chill runs down Ukuja's spine. The shadows up ahead are not merely shadows. He releases the giant lizard from its leash, urges it forward, and then unceremoniously hastens in the other direction.
Resetting my hand, and I draw the Cure! I'm going to use it on myself now, then I'll recharge the fox to help the recharge attempt.
Ukuja takes a few moments to bind up his wounds.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4
Recharge Divine 8: 1d10 + 1 + 1d4 ⇒ (10) + 1 + (1) = 12
Success! Phew, I feel much better now.
Hand: Compass, Corroded Helm, Shortbow, Steel Shield
Displayed: Leryn, Giant Chameleon
Deck: 11 Discard: 5 Buried: 1
Notes:Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ]+1
Cohort bonus skills
Perception: Wisdom +2
Stealth: Dexterity +2Favored Card: Ally or Weapon
Hand Size: 6 [ ]7
Proficient with: Light Armors, Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([ ] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

BR Akaitora |

During This Adventure: The servitor demon is the henchman Demonling.
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.
Traits
Outsider
POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Turn: 17, Mogmurch/TColMaster
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessings Remaining: 13
Blessings Deck
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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 of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Aric/Maelwys, Ukuja/Elinnea, None
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Mogmurch/TColMaster, None
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch
To Defeat:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_

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Turning around and continuing to explore once again, Mogmurch is once again attacked this time by a CAMBION!!! Thinking fast he quickly shakes and throws his Alchemist's Fire!
Arcane/Divine 9: 1d4 ⇒ 4
Combat 12: 1d10 + 2d6 + 2 ⇒ (2) + (2, 5) + 2 = 11
Craft 9 recharge potion: 1d8 + 2 ⇒ (7) + 2 = 9
Recharge Leather Armor to reduce combat damage by 1
Draw 2 cards, end turn.
Hey, Mogmurch cannot close this location, but there isn't a location that he can close, so anyone who can, well, help would be appreciated!
Hand: Potion of Beast Skin, Blessing of the Gobs 3, Frilled Lizard, Potion of Fortitude, Blessing of the Gobs 2, Detect Magic,
Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Item
Hand Size 6 [ ] 7
Proficient with: Light Armors
Powers:
<Power 1>You may discard a card to add 1d6 [ ]+1 and the fire trait to a combat check by a character at your location: if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>

Aric - Maelwys |

Turn 18, under the Blessing of Iomedae.
Start of turn, reveal Amadi to examine the top card of the watchtower - Card 1: Fiendish Minotaur. Unfortunately, this is a much larger pile so I really don't want to duck it to the bottom this time, so I'll need to face it.
The Raven nods at the barbarian, and then moves off to continue to explore the Watchtower. One of his little birds quietly approaches in the shadows, indicating that there's another of the minotaurs nearby. No time like the present... the Raven sneaks in the shadows and charges at the minotaur!
Free exploration - Card 1: Fiendish Minotaur.
BYA: Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1 - Recharge Stalking Armor to reduce damage to 0.
Reveal Bestiary of Garund to add 1d4 to a non-combat check.
Check for +3 Bonus - Intelligence 7: 1d8 + 1d4 ⇒ (4) + (2) = 6
Reveal Rapier for combat, discard Bestiary of Garund to add 1d4 to a combat check, Mogmurch discards Blessing of the Gobs to add 1 die.
Check to Defeat - Combat 14: 2d10 + 3 + 2d4 + 1d4 ⇒ (5, 3) + 3 + (1, 1) + (1) = 14
As he charges, The Red Raven tries to remember everything that he read about Minotaurs during his studies... unfortunately, in the heat of the moment he's unable to recall any special tricks that might help him win. The Minotaur catches and tears at his armor with its horns, but then The Raven manages to bring his Rapier to bear, and hits a vital organ with it, as the minotaur falls. Discarding the now bent Rapier, The Red Raven calls out to the barbarian that this tower is now clear, and they can move on, as he fades into shadow once more.
Banish Rapier 1 to close the location. Draw 3 to end my turn.
Hand: Amadi, Magnifying Glass, Kama, Clockwork Spy,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes:
Sideboard cards: Mancatcher, Appleslayer, Force Shortbow +1,
Dexterity d10
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d8
Favored Card Type: None
Hand Size 4
Proficient with: Light Armors Weapons
Powers:
At the start of your turn, you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.
Mogmurch needs to discard the Blessing of the Gobs.
Watchtower is now closed.

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Aric, did you draw a weapon from the box when you closed the Watchtower?
Turn 19 Blessing of Deskari
Brielle is feeling hurt, and attempts to regroup with others at the Wounded Lands but may well get lost on the way.
Random other location: 1d5 ⇒ 4
Brielle does manage to find some friends, but at the Watchtower which now seems deserted.
:(
Feeling disappointed at her trouble with pits and caverns, Brielle takes a nap.
End turn
Hand: Longspear, Crowbar, Mace, Longsword, Caltrop Bead,
Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes: I miscalcualted a tad, and my deck is down to 3 cards. I should proably be conservative for a bit, unless someone has a Cure or healing power.
Sideboard cards:
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([ ]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

Ukuja - Elinnea |

Given that we now know that the villain is in the Wounded Lands, maybe it would be better for Brielle to stay at the Cavern, to temp close when we run into him? Aric and I can both do some scouting so maybe we'll spot the villain and be able to plan ahead, but I'd hate to have to fight him an extra time if we don't have to.
Also, unrelatedly, since we're doing well on time, I propose you could use the Herald of Iomedae and flip an extra blessing to be healed.

Aric - Maelwys |

We've got lots of time, no objections to Brielle using the Herald for healing, to make sure she survives.
Also, I completely forgot about the closing text on the location. Since I've already drawn my hand, if the BR can draw me a random weapon, I'll just assume that I discarded it at the end of my turn (but at least it's still an extra weapon earned).

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Brielle appreciates the others taking time to let her heal.
Herald Healing: 1d4 + 1 ⇒ (4) + 1 = 5
@BRDiscard a Blessing, please. Is it to late to reverse my moving? I would not explore, as the healing happens at the end of the turn. One way or the other, my turn is over.

BR Akaitora |

Random weapon for Aric/Red Raven:
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
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_

BR Akaitora |

During This Adventure: The servitor demon is the henchman Demonling.
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.
Traits
Outsider
POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Turn: 20, Ukuja/Elinnea
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessings Remaining: 9
Blessings Deck
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Watchtower
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Maelwys, Brielle/DavidC, Ukuja/Elinnea, None
Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Mogmurch/TColMaster, None
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch
To Defeat:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Ukuja - Elinnea |

Ok then, rather than risk hitting the villain who might be sitting on top of the location...
After all the trouble they have all been through, Ukuja finds all the signs pointing back to where he first began. "That way," he hisses, and wanders back outside to the Wounded Lands.
I'll top-deck Leryn to examine the top two cards: Belthis Loumis and a Man-Eating Aurochs. Uh oh, that aurochs could be really bad for Brielle. I'm not confident I could defeat it with my current hand.
He sends Leryn out ahead to scout. The first obstacle in his way to victory against the demons is a human who can craft things. Potentially useful, but not what he needs right now. Ukuja brushes the person aside.
Ally B
Traits:
Human
Hireling
To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1.
Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
I automatically fail to acquire. Discard compass to explore again.
The next target is a large dangerous-looking aurochs. Ukuja decides to slip around it rather than risk setting loose an enraged man-eating creature on everyone in the area.
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check.
Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
Use the chameleon's power to evade the monster, then discard the shield, reset my hand, and end the turn. I'll display Leryn again immediately.
Hand: Blessing of the Elements, Light Crossbow, Call Animal, Corroded Helm, Shortbow
Displayed: Leryn, Giant Chameleon
Deck: 8 Discard: 7 Buried: 1
Notes: Blessing is availableSkills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ]+1
Cohort bonus skills
Perception: Wisdom +2
Stealth: Dexterity +2Favored Card: Ally or Weapon
Hand Size: 6 [ ]7
Proficient with: Light Armors, Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([ ] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

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Seeing Ukuja out and scouting the same area, Mogmurch scoff indignite like and heads in another direction in the same area. They don't trust me to do the job correctly, huh? he muses to himself. Looking around he spies a Fiendish Minotaur charging right at him.
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Int/Know 7: 1d8 ⇒ 3
Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1
-Discard Potion of Fortitude for 1 point of damage.
Discard Frilled Lizard - +2d4, Discard Detect Magic for 1d6. Combat is 1d4. Discard Blessing of the Gobs - 1d4
Combat 14: 4d4 + 1d6 ⇒ (3, 1, 3, 3) + (6) = 16
Autofail close check.
Wisdom 8: 1d4 ⇒ 4
Draw cards, no deck remaining. Thankfully, I have a CURE spell for next turn.
Hand: Potion of Beast Skin, Cure, Torch, Magic SHield, Alchemist's Fire, Leather Armor,
Displayed:
Deck: 0 Discard: 10 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Item
Hand Size 6 [ ] 7
Proficient with: Light Armors
Powers:
<Power 1>You may discard a card to add 1d6 [ ]+1 and the fire trait to a combat check by a character at your location: if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>

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Mogmurch, all damage you take during the first round is reduced by 1, so you didn't need to discard your potion of Fortitude. However, I don't understand how you determined that you were to encounter the Fiendish minotaur. Can you please elaborate?
Why wouldn't I? Several hours ago you told me to take my turn. Looking at where everything was (and where Ukuja left off), that was next on the list.

BR Akaitora |

Let me post an update to facilitate this, but I do need you to roll back your turn TColMaster.
During This Adventure: The servitor demon is the henchman Demonling.
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.
Traits
Outsider
POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Turn: 21, Mogmurch/TColMaster, turn number 2 in game Game#39: [CAG]Akaitora's Wrath of the Righteous, run by Akaitora
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessings Remaining: 8
Blessings Deck
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Watchtower
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Maelwys, Brielle/DavidC, None
Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Mogmurch/TColMaster, Ukuja/Elinnea, Man-Eating Aurochs
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch
To Defeat:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

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Continuing to explore the Wounded Lands, Mogmurch encounters a ARBOREAL BLIGHT.
Henchmen B
+Plant
+Demon
+Veteran
Check to Defeat: Combat 13
The diffuculty to defeast is increaced by twice the scenario's adventure deck number. The fiendish Tree is immune to the Mental and Poison trait. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 ranged combat damage to you.
After you act, the Fiendish Tree deals 1 ranged combat damage to you.
Range Damage ignored due to scenario reward.
Discard Frilled Lizard for 2d4. Discard Potion of Fort for Power 1, adds 1d6 and 1d8 (Tree).
Combat 15: 3d4 + 1d8 + 1d6 ⇒ (4, 2, 4) + (7) + (5) = 22 Tree beaten.
Everyone else needs to face the Fiendish Tree.
Draw 3, end turn.
Hand: Potion of Beast Skin, Cure, Torch, Detect Magic, Blessing Gobs 2, Magic Shield,
Displayed:
Deck: 3 Discard: 8 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Item
Hand Size 6 [ ] 7
Proficient with: Light Armors
Powers:
<Power 1>You may discard a card to add 1d6 [ ]+1 and the fire trait to a combat check by a character at your location: if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>

Aric - Maelwys |

I'm sorry if it is obvious but I don't know which scenario reward you are referencing Mogmurch. Can you enlighten me?
"During the first exploration of each turn, damage dealt is decreased by 1. "
So both of those BYA and AYA damage are reduced by 1, to 0.
Ukuja - Elinnea |

Does that apply to everyone or just Mogmurch? It makes rather a difference for the rest of us.

Aric - Maelwys |

It has recently come to my attention that I have been playing Amadi entirely wrong. "examine the top card of your deck" is apparently referring to my draw deck, not my location deck. I apologize for that, I was so happy with how well he worked in with all the other examine/trigger cards here, I completely overlooked that he isn't nearly as good as I'd hoped. :-( I'll make sure to play him correctly from here out
Turn 22, under the Blessing of Abadar.
Start of turn, Amadi examines the top card of my draw deck, and finds a Mask of the Red Raven. Leave it there.
Start of turn, exchange The Red Raven for Aric. No exchange with the Kit
Satisfied that the Watchtower has been dealt with, The Red Raven silently moves towards the Wounded Lands, to see what all the commotion there has been about. As Aric arrives in the area, he pulls a small mechanical drone out of his pocket and pushes a button on the top, activating it. As he watches, it skitters out across the landscape, reporting back what it sees.
Display Clockwork Spy to examine the top card of the location deck. Card 2 - Fiendish Minotaur. Since I can't fight, and even if I do I can't close the location, I'm going to leave him there for somebody else to beat up. I'll decline both my free explore and my Spy explore, and just wait and draw up a big support hand instead, to hopefully help out the next guy. Draw 3, and end my turn.
Hand: Amadi, Magnifying Glass, Kama, Mask of the Red Raven, Psychic Detective, Masque,
Displayed: Clockwork Spy,
Deck: 6 Discard: 3 Buried: 1
Notes:
Sideboard cards: Mancatcher, Appleslayer, Force Shortbow +1,
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d8
Diplomacy: Charisma +2
Favored Card Type: None
Hand Size 6
Proficient with: None
Powers:
At the start of your turn, you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

Aric - Maelwys |

Does that apply to everyone or just Mogmurch? It makes rather a difference for the rest of us.
It applies to everybody, it's the universal "during this scenario" rule posted at the top of every board update! ;-)

Ukuja - Elinnea |

Right, I was asking whether we all benefit from the damage reduction when we encounter our own fiendish trees.
If Brielle or Aric are worried, I can discard one of my bows to add 1d4 to one of their combat checks.

Aric - Maelwys |

Ugh, sorry guys. Yeah, I totally overlooked that tree fight (I assumed it was at that location, and I wasn't there on Mogmurch's turn; that was apparently a false assumption). Since the scenario power does say "the first exploration" (and not "your") it would trigger for all of us, so all of the ranged damage is negated. Since I'm still the Raven at this point, I'll reveal the Kama to fight. Don't worry about the bow, it won't be enough to help.
Check to Defeat - Combat 15: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (2) = 15
Holy crap, I honestly intended to fail that and then discard the Kama to evade it. Apparently the dice had mercy on me, and I kill my tree. Since I didn't even discard the Kama, my turn is otherwise unchanged. (unless enough others fail their fight to trigger the henchman... but if that doesn't happen we should be clear)

Ukuja - Elinnea |

Discarding my Blessing of the Elements and attacking with the Light Crossbow
Ukuja catches sight of a small horde of demonic trees lumbering toward them. These lands are wounded indeed. He takes careful aim at one while it is still far away.
Combat 15: 2d10 + 2 + 1d8 ⇒ (5, 8) + 2 + (2) = 17
The tree falls under the onslaught. He looks around to see whether his teammates have fared as well.

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+Plant
+Demon
+Veteran
Check to Defeat: Combat 13
The diffuculty to defeast is increaced by twice the scenario's adventure deck number. The fiendish Tree is immune to the Mental and Poison trait. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 ranged combat damage to you.
After you act, the Fiendish Tree deals 1 ranged combat damage to you.
Brielle decides to smash the tree with her Mace.
Reveal Mace. I believe I can still bury the same card to add d12. If not, I'll bury the Caltrop Bead.
Combat 15: 2d8 + 3 + 1d12 ⇒ (3, 4) + 3 + (3) = 13
Fail. Damage is reduced by 1, so I discard the Caltrop Bead or Mace, whichever didn't get buried. Assuming that all makes sense, I'm done.

BR Akaitora |

My understanding is that you are allowed to use the weapon's power to reveal it and add dice, then use your power and bury the card to pay the power's costs with the same card that was revealed since the 'reveal' has already been resolved, so let's say you do bury the mace and discard the Caltrop Bead.
Mogmurch needs to roll 1d20. On a 1, you will need to encounter Ulkreth (because Brielle failed her check).

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RNG not a 1: 1d20 ⇒ 9

BR Akaitora |

During This Adventure: The servitor demon is the henchman Demonling.
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor
Check
Combat
8
Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.
Traits
Outsider
POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Turn: 23, Brielle/DavidC, turn number 4 in game Game#39: [CAG]Akaitora's Wrath of the Righteous, run by Akaitora
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessings Remaining: 6
Blessings Deck
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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 of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
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_
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Watchtower
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Brielle/DavidC, None
Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Aric/Maelwys, Mogmurch/TColMaster, Ukuja/Elinnea, Man-Eating Aurochs
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch
To Defeat:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

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Start of turn use mat power to discard Longsword and draw Athlete
Brielle heads back to the Cavern. Someone has left a suit of Full Plate just lying around.
Con 5: 1d8 ⇒ 6
She tries it on, and it fits!
I could discard the Athlete to continue; but there is only a barrier and a Henchman. I'd rather save the Athlete to make the temp close check fairly trivial, I can also bury a card for another d12. All we need to do now is encounter the villain.
Brielle sets up a hunting blind and waits for the signal from her allies.
Hand: Longspear, Crowbar, Athlete, Full Plate, Quartermaster,
Displayed:
Deck: 6 Discard: 4 Buried: 1
Notes:
Sideboard cards:
Melee +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 ([ ]d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>

Ukuja - Elinnea |

Ukuja hears from Aric that another minotaur lurks ahead. Before continuing, he pauses to search the undergrowth and send some seeking magic out among the woodland creatures. Discard Call Animal to draw my Fox
Recharge divine 6: 1d10 + 1 ⇒ (10) + 1 = 11
Ideally, what should happen next is that I fight the minotaur, defeat it, make a check to close the location and so banish everything but the villain. But the best attack I have is a light crossbow, so I would have to roll very well. Does anyone have anything that could help, that wouldn't take away from the villain fight that we know is coming next?

Ukuja - Elinnea |

Oh, I forgot that we each had one of those to use. BR, would that be ok? It may or may not even be helpful right now though.