
Ukuja - Elinnea |

Ukuja sends Leryn scouting to see if there are more valuable weapons nearby. (Examine a Shortbow on top of the Armory)
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
It's a decent weapon but not anything special. He hears whispers on the wind that their foe has been sighted, and swiftly joins the ones investigating. (Move to the Temple of Iomedae)
Aric is just putting down his spyglass, but Ukuja can see that he bears some wounds, so he reaches out a hand to cure a few of them in preparation for the battle ahead.
Cure for Aric: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Divine 8: 1d10 + 1 ⇒ (4) + 1 = 5
Explore to encounter the blessing
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.
Divine 5: 1d10 + 1 ⇒ (10) + 1 = 11
I'll discard the Athlete and end my turn.
Hand: Blessing of Ascension, Snow Leopard, Blessing of the Gods, Terbutje, Light Crossbow, Sosiel Vaenic
Displayed: Leryn, Giant Chameleon
Deck: 8 Discard: 5 Buried: 1
Notes: Blessings available for closing checks/villain fights. Light Crossbow can add 1d4 to combat at another location.Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+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: When a character would play an ally, roll 1d6. On a 1 or 2, she instead buries the ally and, after resolving any check she is attempting, summons and encounters the henchman Demonling.
Additional Rules: One player can add Sosiel Vaenic to their starting hand:
Cohort 1
Traits
Human
Cleric
Mendevian
Veteran
Powers
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario's adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
Turn: 16, Mogmurch/TColMaster
Monsters
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_
Before you act, discard the top card of your deck_
If undefeated, discard the top 2 cards of your deck_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number_
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Barriers
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_
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_
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 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet_ Each character that does not evade or defeat the henchman banishes an ally_ To defeat this barrier, all of the summoned henchman must be defeated_
After you act, banish this barrier_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Weapons
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait_
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location_
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_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
Weapon B
Traits:
Bow
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8_
Spells
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check_ For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Mental
Basic To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5
Display this card next to your deck_ While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait_ At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Armors
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 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_
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:
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_
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_
Items
Item 1
Traits:
Liquid
Alchemical
Elite To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter_
Display this card to choose a character at your location to draw 2 cards from his deck_ At the end of the turn, banish this card_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon_ After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it_
Item 1
Traits:
Object
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card next to a location_ Reduce damage dealt by monsters at that location by 3_ At the start of your turn, attempt an Arcane or Divine 10 check_ If you succeed, recharge this card; if you fail, bury it_
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card_ While displayed, add 1 to your Divine checks_ You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it_ At the end of the turn, discard this card_
Allies
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check_
Discard thi card to explore your location_
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location_ If proficient with weapons, recharge this card instead_
Discard this card to explore your location_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Ally B
Traits:
Human
Inquisitor To Acquire:
Knowledge 6
OR Charisma
Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result_
Recharge this card to succeed at your Knowledge check against a bane_
Discard this card to explore your location_
Ally B
Traits:
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_
Blessings
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 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 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 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 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_
Top of Blessing Discard Pile:
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_
Blessings Remaining: 14
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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 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 Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 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 Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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_
Befouled Altar
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
Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealth by a Cave Viper is Poison damage_
Defore you act, the Cave Viper deals 1 Poison damage to you_
If the check to defeat has the Cold trait, add 1d8_
Cave vipers track you by scent; they smell you before you see them_
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location_
Discard this card to explore your location_
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Henchman B
Type: Monster
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number_
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you_
If undefeated, shuffle the top card of the blessings deck into your location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
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_
Closed
At This Location: At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite To Acquire:
Strength
Melee 9
OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
Recharge this card to automatically succeed at your Acrobatics check_
Discard this card to put the second card of your location deck on top of your location deck_
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_
Manor House
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
Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, Mogmurch/TColMaster, Ukuja/Elinnea, None
Villain B
Type: Monster
Traits:
Human
Conjurer
To Defeat:
Combat 15
OR Arcane 12
Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded_
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded_
"Those who summon things from beyond the pale better be able to pull them back_" ---Tancred Desimire

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Seeing everyone else at the temple, Mogmurch heads off to the side Armory and being searching there.. Fine, I'll find all the good stuff!
Beginning his search he comes across a SHORTBOW.
Ranged 3: 1d10 + 2 ⇒ (8) + 2 = 10
Auto-acquire!
Pleased with himself, Mogmurch casts CURE on himself.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4
END TURN.
Hand: Frilled Lizard, Amfibier, Potion of Vision, Poisoned Sand Tube, Detect Magic, Shortbow,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [x] +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: Healed all 5 cards, and reshuffled my recharged cards. Thanks!
Turn 17, under the Blessing of Ascension
After receiving the unexpected healing from Ukuja, Aric passes along the details about the Conjurer that he's been watching. Then, sensing a fight is coming soon, he slips out of the Temple and heads for the Defender's Heart. After all, that's where the barbarian is. And if there's a fight, that seems like a good place to be. Not cowardly, just intelligent.
Arriving there, he finds a quiet corner to wait in, and watch the action unfold.
I'm not going to attempt this turn, because I think my hand is pretty perfect for the monster/ally combo right now and with 3 monsters in this location I don't want to risk upsetting that, or needing to transform into the Raven at an inopportune time. So I'm all ready to go here, once somebody is ready to trigger the villain.

Aric - Maelwys |

Aric is nervous seeing the barbarian head off... but stands clutching his weapon and contemplating putting on the mask... but no, he must not. He's here to recruit a new friend, and so he has to stay maskless for now.
Suddenly, a giant cockroach comes around the corner! He slashes at it with his sword.
Random Monster - Giant Cockroach. Discard Rapier to use Strength + 3d4. Recharge Chief Sull and Amadi for an extra 2d4.
Check to Defeat - Combat 12: 1d6 + 5d4 ⇒ (6) + (3, 2, 3, 4, 1) = 19
Success! Aric is jubilant as he manages to slay the creature. Then he turns and gestures to the Teamster waiting nearby that he's free to leave now.
Random Ally - Teamster. Reveal Mask of the Red Raven (burying Rapier from Kit) for +1d8+1 Diplomacy. Recharge Captain's Cutlass for +1d6 Charisma.
Check to Acquire - Diplomacy 6: 1d8 + 2 + 1d8 + 1 + 1d6 ⇒ (5) + 2 + (4) + 1 + (3) = 15
The Teamster comes with him, and Aric shows him to the door.
You better win this Villain fight, because I just burned basically my entire hand to make sure I could close that location for you. ;-)
Hand: Mask of the Red Raven, Stalking Armor, Teamster,
Displayed: Gambeson, Clockwork Spy,
Deck: 13 Discard: 1 Buried: 1
Notes:
Sideboard cards: Bestiary of Garund, Appleslayer,
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10+1
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.
Defenders Heart is temporarily closed.

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OUT OF TURN TEMP CLOSE
-Acquire a WEAPON CARD.
First weapon from RNG....
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
STR: 2d4 ⇒ (4, 4) = 8
CLOSED!

BR Akaitora |

Mogmurch, you also need to fight a random monster for your temp close because of Tancred Desimire's power. Here you go:
Monster B
Traits: Construct Golem Elite
To Defeat: Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_ Before you act, discard the top card of your deck_ If undefeated, discard the top 2 cards of your deck_

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-Top Card Reformed Servant discarded.
-Power 1 discard Potion of Vision (2d6)
-Shortbow
Combat 14: 1d10 + 3 + 3d6 ⇒ (9) + 3 + (5, 5, 1) = 23

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Brielle confronts the foe.
She hurls her Mattock at him.
Reveal for d8. Discard for d8
Brielle calls to Ukujah for aid.
Pick whichever Blessing you feel works best.
Bury the Compass for d12
Combat 15: 4d8 + 4 + 1d12 ⇒ (1, 1, 3, 4) + 4 + (5) = 18
Way too close for comfort, but Brielle triumphs.
Hurray!

BR Akaitora |

DEVELOPMENT:
There has been a development,” the Herald proclaims. “While we were hunting demonlings, a flock of monstrous bats descended upon the tower that held the witch Faxon. Our guards were swiftly overpowered, and the bats flew the witch to safety.
The Herald then turns to look out upon the desolation of the Worldwound. “We believe they were headed to the Fort Clearwater outpost. We must meet them there. They will regret that they ever trif led with us!”
Mount up! The Worldwound awaits.
REWARD
For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item her deck with the loot Scale of Disguise. At the end of each scenario, return the loot to the game box.
Loot 1
Type: Item
Traits: Object Magic Terendelev
To Acquire: 0
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check_
You also get a power feat if this is the second scenario for your character at this tier.
DECK UPGRADE OPTIONS
Grizzled Mercenary (Ally B)
Recruit (Ally B)
Chief Sull (Ally 1)
Athlete (Ally B)
Fortune-Teller (Ally 1)
Corroded Helm (Armor B)
Blessing of Ascension (Blessing B)
Demon Hunter's Handbook (Item B)
Cure (Spell B)
Mace (Weapon B)

BR Akaitora |

1-1C: GET TO FORT CLEARWATER
T o Fort Clearwater you ride! This outpost on the edge of the Worldwound was once a gallant roadblock against the onrush of demons. Now all communication from Fort Clearwater has ceased, a situation that gravely concerns the Herald of Iomedae.
Fort Clearwater is one of the most important links in a line of defenses preventing the Worldwound’s demon hordes from corrupting the lands of Ustalav, Numeria, and Mendev. Along the Moutray and West Sellen rivers, the champions of Iomedae have placed powerful wardstones that hold evil at bay. Should they break, the entire countryside would fall.
After your last foray against the cult of Baphomet, the Herald broke the news that the pitborn witch Faxon had escaped from the queen’s custody. Giant bats descended upon the Watchtower that held him, and he rode skyward into the night. Normally, bats could not be expected to coordinate their actions in such a sinister manner. The demon hordes are obviously using the very forces of nature against you. You must venture into the dark lands.
First, you must march down the West Sellen. The fort was named after the river’s once-clear waters, but demonic influence now befouls the river. No fish swim here, and no animals drink near the filth that washes up on its riverbanks.
Next, you must steadily make your way through Storasta. Long ago, it was one of Sarkoris’s mightiest cities, but giant bats have overrun it. No other beings would dare inhabit the city... no other being save one, that is. The fiendish tree Carrock has marshaled the colony against the queen’s crusaders. If you can break his control over the giant bats, you can clear a path to Fort Clearwater.

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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 1, Ukuja/Elinnea
Monsters
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits_
If undefeated, bury an ally from your hand or your discard pile_
Worn demons inhabit and control the corpses of dead humanoids_
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3_
If unefeated, the damage dealth by the Peryton is increased by 3_
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number_
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Barriers
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_
Barrier B
Traits:
Trip
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number_
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage_ Then banish this card_
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet_ Each character that does not evade or defeat the henchman banishes an ally_ To defeat this barrier, all of the summoned henchman must be defeated_
After you act, banish this barrier_
Barrier B
Traits:
Temptation
To Defeat:
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_
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_
Weapons
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 1
Traits:
Bow
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1_ If the bane has the Demon trait, add another 1d8_
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait_
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If you fail this check, you may discard this card to reroll the dice; take the second result_
Spells
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ Shuffle 1 random card from your discard pile into your deck_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check_ For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount_ You are dealt Combat damage equal to half the amount reduced (rounded up)_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck_ If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Armors
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite To Acquire:
Constitution
Fortitude
Craft 7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn_
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 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_
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
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_
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
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_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_
Items
Item B
Traits:
Liquid
Mythic To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location_ While displayed, that character may add 1d6 to her checks_ At the end of the turn, banish this card_
Banish this card and choose a character at your location to get a mythic charge_
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again_
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it_
Item 1
Traits:
Book
Elite To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location_ After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it_
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon_ After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it_
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location_ While displayed, reduce Combat damage dealt to that character by 2_ At the end of the turn, banish this card_
Allies
Ally 1
Traits:
Mongrel
Guard
Veteran To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box_
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check_ After the check, banish the weapon_
Discard this card to explore your location_ Add the adventure deck number of any card you encounter to your checks during that encounter_
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check_
Discard this card to explore your location_ During this exploration, add 1d4 to your Ranged or Survival check_
Ally 1
Traits:
Human
Fighter To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card_
Discard this card to explore your location_ During this exploration, add 1d4 to your checks to acquire boons_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6
Discard this card to explore your location_ If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck_
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_
Blessings
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 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 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 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 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_
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: 29
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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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 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 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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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_
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, Brielle/DavidC, Ukuja/Elinnea, None
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
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_
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
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_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Mavaro/Akaitora, None
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait_
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait_
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
Damage dealt by the Bunyip may not be reduced_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealth by a Cave Viper is Poison damage_
Defore you act, the Cave Viper deals 1 Poison damage to you_
If the check to defeat has the Cold trait, add 1d8_
Cave vipers track you by scent; they smell you before you see them_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
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_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded_
Display this barrier next to your character card_ While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired_ At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker_
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If you fail this check, you may discard this card to reroll the dice; take the second result_
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_
Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6
Discard this card to explore your location_ If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck_
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck_ You may not use this power more than once per check or step_
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_
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck_
This rat has glowing red eyes and is of an unusual size_
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it_ If all the characters succeed, this barrier is defeated_ If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier_
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_
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here: None
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
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_
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_
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location_ If proficient with weapons, recharge this card instead_
Discard this card to explore your location_
Ally B
Traits:
Human
Ranger To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your checks against banes that have the Demon trait_
Ally 1
Traits:
Mongrel
Aristocrat
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box_ If you acquire Chief Sull, you may immediately banish him to put that item into your hand_
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_
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_
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_
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
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:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
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_
Barrier B
Traits:
Trip
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number_
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage_ Then banish this card_

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Mavaro exchanges pleasantries with the rest of the party and heads out with them. Upon arrival, a nearby cemetery catches his eye.
Hand: Conch Shell, Blessing of the Spellbound 3, Blessing of the Spellbound 1, Fire Snake, Planchette, Walking Stick,
Displayed:
Deck: 8 Discard: 0 Buried: 0
Notes: -The top card of my deck is "The Missing Eye" giving me Strength, Melee, Wisdom, Divine equal to my Knowledge.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Your choice
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
"Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill ( [ ]You may also add any of that card's traits to your checks.)
"
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type

Aric - Maelwys |

Aric sees all of the people trapped on the Collapsing Bridge and will run to try to rescue them.
Deck Upgrade (Ally 1): Amadi -> Rodrick
Power Feat: (or when you examine a card in a location deck) x2
Cohort: I'm interested in having Anevia follow me, since I have 2 of the skills listed, Ukuja has one, and everybody else is just rolling d4s.
Hand: Captain's Cutlass, Blessing of the Ancients, Gambeson, Blessing of the Spy 2, Psychic Detective, Mask of the Red Raven,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards: Rodrick, Compass, Masque,
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10+1
Diplomacy: Charisma +2
Favored Card Type: None
Hand Size 6
Proficient with: None
Powers:
At the start of your turn or when you examine a card in a location deck, 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.

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I was thinking that Aron Kir can be taken by either Brielle or myself. I don't have strong feelings about it either way. I agree that Aric/Red Raven can probably make better use of Anevia.

Ukuja - Elinnea |

Actually I can have up to three of Anevia's skills, depending on which cohorts I pick for this scenario. But I'm fine with Aric taking her. For my hunter cohorts this time I will bring Leryn and the White Tiger. (I'm hoping Perception and Acrobatics will maximize my barrier-defeating chances.) I'll start in the Dark Forest.
Hand: Javelin, Blessing of the Ancients 2, Compass, Blessing of the Ancients 1, Snow Leopard, Crow, Leryn, White Tiger
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Use blessings freely if they'll rechargeSkills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+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
Acrobatics: 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).
[X] 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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I'd like the Scale of Disguise. I will trade out Wandermeal
Brielle will join our new ally at the Cemetary. After all, who knows if he can be trusted?
Hand: Crowbar, Longsword, Blessing of the Quartermaster2, Bone Spikes, Quartermaster,
Displayed:
Deck: 10 Discard: 0 Buried: 0
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 ([X]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>

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Mavaro tips his hat to the halfling lady approaching him. "Good evening miss Brielle. I was hoping one of you could help me investigate this place. I feel...something is amiss in this area."
I will take Aron Kir if that is ok with everyone. He can help me round with combat, which right now is not my strongest suit.
"Ah! But where are my manners?" - Mavaro points to the young human that stands beside him with a hand in the hilt of his sword. "This is Aron Kir. He is acting as my personal guard at this moment."
Hand: Conch Shell, Blessing of the Spellbound 3, Blessing of the Spellbound 1, Fire Snake, Planchette, Walking Stick, Aron Kir,
Displayed:
Deck: 8 Discard: 0 Buried: 0
Notes: -The top card of my deck is "The Missing Eye" giving me Strength, Melee, Wisdom, Divine equal to my Knowledge.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +1
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Your choice
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
"Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill ( [ ]You may also add any of that card's traits to your checks.)
"
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type

BR Akaitora |

Just posting an update for the board to reflect everyone's starting positions. It's Ukuja's turn.
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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 1, Ukuja/Elinnea
Monsters
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile_
After you act, shuffle this card into a random other open location_
You're going to need a bigger flyswatter_
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number_
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (round up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched_ Apparently, it has an insaitable desire to consure your flesh_
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_
Barriers
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:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Barrier B
Traits:
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_
Barrier B
Traits:
Temptation
To Defeat:
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_
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_
Weapons
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_ If any d4 rolled on this check is a 4, count it as a 5_
Weapon 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:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check_
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1_
Spells
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount_ You are dealt Combat damage equal to half the amount reduced (rounded up)_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck_ If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Armors
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite To Acquire:
Constitution
Fortitude
Craft 7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn_
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 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_
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_
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
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_
If proficient with light armors, you may recharge this card when you reset your hand_
Items
Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck_
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it_
Item B
Traits:
Book
Veteran To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait_ After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it_
Item B
Traits:
Tool
Veteran To Acquire:
Wisdom
Divine 8
Recharge this card to add the Magic trait to any check by a character at your location_
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location_ After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it_
Item 1
Traits:
Book To Acquire:
Melee
Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type_ While displayed, you may use that feat_ At the end of the turn, discard this card_
Item B
Traits:
Instrument
Magic
Elite To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait_
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile_ Shuffle it into your deck_
Allies
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check_
Discard this card to explore your location_ During this exploration, add 1d4 to your Ranged or Survival check_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6
Discard this card to explore your location_ If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Dexterity
Acrobatics 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check_
Discard this card to explore your location_
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location_
Discard this card to explore your location_
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_
Banish this card to reduce Combat damage dealt to you by 3_
Discard this card to explore your location_
Blessings
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 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 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 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 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_
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: 29
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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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 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 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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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_
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
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_
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
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_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Brielle/DavidC, Mavaro/Akaitora, None
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait_
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait_
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
Damage dealt by the Bunyip may not be reduced_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealth by a Cave Viper is Poison damage_
Defore you act, the Cave Viper deals 1 Poison damage to you_
If the check to defeat has the Cold trait, add 1d8_
Cave vipers track you by scent; they smell you before you see them_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
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_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded_
Display this barrier next to your character card_ While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired_ At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker_
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If you fail this check, you may discard this card to reroll the dice; take the second result_
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_
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/Elinnea, None
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6
Discard this card to explore your location_ If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck_
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck_ You may not use this power more than once per check or step_
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_
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck_
This rat has glowing red eyes and is of an unusual size_
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it_ If all the characters succeed, this barrier is defeated_ If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier_
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_
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
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_
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_
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location_ If proficient with weapons, recharge this card instead_
Discard this card to explore your location_
Ally B
Traits:
Human
Ranger To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your checks against banes that have the Demon trait_
Ally 1
Traits:
Mongrel
Aristocrat
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box_ If you acquire Chief Sull, you may immediately banish him to put that item into your hand_
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_
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_
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_
Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
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:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
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_
Barrier B
Traits:
Trip
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number_
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage_ Then banish this card_

Ukuja - Elinnea |

Ukuja enters the darkened forest, relying on his sharp elven eyes to pick out any threats.
At the start of my turn I'll display my two cohorts, then examine the top two cards as per the location power: Viper Strike and a Frog. Both quite useful, but I'll go for the frog.
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
He picks up the familiar croaking sound of a frog, and follows the sound, hoping to learn something about this place from a natural resident.
Survival 6: 1d10 + 3 ⇒ (4) + 3 = 7
I'll discard it to explore again. I'll roll twice for two random cards, with a re-roll if they're the same or if either is a 2.
Next card: 1d10 ⇒ 2
Next next card: 1d10 ⇒ 6
Re-roll for the 2: 1d10 ⇒ 3
It's a Ring of Climbing and... a Henchman! I might as well go for it. (Especially since this location is kind of a pain to explore in play-by-post format, haha)
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to return the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Perception 9: 1d10 + 2 ⇒ (10) + 2 = 12
The frog leads the way, hopping deeper into the forest. Suddenly a dark shape comes swooping down between the trees, but Leryn smells it coming and growls a warning to Ukuja in time for him to ready himself. He loosely holds his javelin and prepares to loose it when the bat approaches. I'll banish the javelin to add 4d6 to this combat check. Completely overkill, but it's the only weapon I have right now.
Combat 10: 1d10 + 3 + 4d6 ⇒ (9) + 3 + (5, 4, 1, 6) = 28
The weapon pierces right through and gets lost in the darkness beyond. Ukuja approaches the fallen form and realizes that it is one of the bats they were warned about. He looks sharply around to see whether any more enemies were attracted by the noise.
I'll recharge a Blessing of the Ancients to add a die for the closing check.
Survival 8: 2d10 + 3 ⇒ (10, 9) + 3 = 22
Location closed! I will recharge my Compass to move to the Wounded Lands and examine the top card.
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 undefeated based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Hm, good to know. I'll end my turn now: recharge the Frog from my discard pile and reset my hand.
Hand: Charm Animal, Fox, Frilled Lizard, Blessing of the Ancients 1, Snow Leopard, Crow
Displayed: Leryn, White Tiger
Deck: 9 Discard: 0 Buried: 0
Notes: Blessing is available, especially if it will recharge. Fox adds 1d4 to any Int/Wis check. Leopard adds 1d4 to any combat check. Use them if you need them.Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+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
Acrobatics: 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).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
No weapons, that's not a very good state to be in. Can I get an Animal ally from the box to charm?
Edit: I assumed that since my turn didn't end at the Dark Forest that its When permanently closed effect didn't happen, but upon looking at it now I'm not sure whether that's true. Did I need to recharge my hand before I drew new cards?

BR Akaitora |

I'm pretty sure you did it right Ukuja, since the "When permanently closed" ability specifies that it happens at the end of your turn, and there weren't any effects forcing you to end your turn immediately.
Here's your random ally:
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location_ Discard this card to explore your location_

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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 2, Mavaro/Akaitora
Monsters
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number_
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Monster B
Traits:
Vermin
Basic
To Defeat:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
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 B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
Barriers
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_
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:
Temptation
To Defeat:
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_
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_
Weapons
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_
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1_
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number_
Weapon B
Traits:
Pick
Melee
Piercing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_ If any d6 rolled on this check is a 6, count it as 7_
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait_
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location_
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spells
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Mental
Basic To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Armors
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_
Armor B
Traits:
Heavy Armor
Magic
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act_
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead_
If proficient with heavy armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite To Acquire:
Constitution
Fortitude
Craft 7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn_
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 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_
Items
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_
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
At the start of a turn, banish this card and choose a character at your location_ That character may move_ Any movement restrictions still apply_
Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck_
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it_
Item B
Traits:
Liquid
Mythic To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location_ While displayed, that character may add 1d6 to her checks_ At the end of the turn, banish this card_
Banish this card and choose a character at your location to get a mythic charge_
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_
Allies
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check_
Discard this card to explore your location_ During this exploration, add 1d4 to your Ranged or Survival check_
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location_
Discard this card to explore your location_
Ally B
Traits:
Human
Inquisitor To Acquire:
Knowledge 6
OR Charisma
Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result_
Recharge this card to succeed at your Knowledge check against a bane_
Discard this card to explore your location_
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_
Blessings
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 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 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 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 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_
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: 28
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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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 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 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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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_
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
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_
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
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_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Brielle/DavidC, Mavaro/Akaitora, None
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait_
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait_
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
Damage dealt by the Bunyip may not be reduced_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealth by a Cave Viper is Poison damage_
Defore you act, the Cave Viper deals 1 Poison damage to you_
If the check to defeat has the Cold trait, add 1d8_
Cave vipers track you by scent; they smell you before you see them_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
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_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded_
Display this barrier next to your character card_ While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired_ At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker_
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If you fail this check, you may discard this card to reroll the dice; take the second result_
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_
Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
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_
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_
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location_ If proficient with weapons, recharge this card instead_
Discard this card to explore your location_
Ally B
Traits:
Human
Ranger To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your checks against banes that have the Demon trait_
Ally 1
Traits:
Mongrel
Aristocrat
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box_ If you acquire Chief Sull, you may immediately banish him to put that item into your hand_
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_
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_
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_
Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
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:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Elinnea, None
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_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
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_
Barrier B
Traits:
Trip
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number_
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage_ Then banish this card_

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Begin my turn under the Blessing of Ascension. As a reminder, the top card of my deck is The Missing Eye, which is gives me Strength, Melee, Wisdom and Divine equal to my Knowledge skill.
I'll begin my discarding my conch shell to examine the top card of the Abyssal River. It's a Bilious Bottle...ugh. Hopefully we can find a way to avoid that. I'll try to recharge my Conch Shell:
Perception DC 7: 1d8 + 2 ⇒ (8) + 2 = 10
Mavaro sits down on nearby tombstone and begins searching his bag for his implements. He first scans the surrounding area using his prized Conch Shell. He gets a vision of a creature of shadow further poisoning the river with a mysterious chemical, while leaving plenty of open bottles that pose a similar threat to anyone attempting to approach the area.
I will then use my Planchette, calling out Weapon. I examine card 1 of the Cemetery and find that it is a set of Trapsmith Gloves. I try to recharge the Planchette.
Perception DC 6: 1d8 + 2 ⇒ (3) + 2 = 5
Those would actually be pretty handy, so I'll try to acquire them. I will play Fire Snake to use my Divine skill for the non-combat check. Since my check invokes the Divine trait, I recharge my Blessing of the Spellbound instead of discarding it.
Dexterity (Divine) DC 7: 2d8 + 1 ⇒ (6, 3) + 1 = 10
Mavaro doesn't find any sign of danger around them, but notices a source of psychic significance nearby. Using another one of his implements, he is able to locate a set of finely crafted Trapsmith Gloves, which he promptly adds to his collection.
Recharge Divine DC 8: 1d8 + 1 ⇒ (2) + 1 = 3
I'll discard my other Blessing of the Spellbound to explore again. I encounter a Bunnyip! I'll reveal my Walking Stick and recharge Aron Kir for the Combat check.
BYA Wisdom DC9: 1d8 + 1 ⇒ (8) + 1 = 9
Combat DC 9: 1d8 + 1d6 + 1d4 + 2 ⇒ (1) + (4) + (4) + 2 = 11
Out of one of the nearby pools of water, a Bunnyip is about to ambush Mavaro. Aron notices it and lunges to defend him, while Mavaro furiously tries to scare the creature away with his walking stick. He somehow succeeds!
I'll end my turn here.
Hand: The Missing Eye, Compass, Chronicler, Spellbook, Trapsmith Gloves, Walking Stick,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: -The top card of my deck is "Bestiary of Garund" giving me Intelligence, Survival equal to my Knowledge.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +1
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Your choice
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
"Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill ( [ ]You may also add any of that card's traits to your checks.)
"
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type

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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 3, Aric/Maelwys
Monsters
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
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:
Human
Warrior
Vetran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number_
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits_
If defeated, each character at your location is dealt 1 Acid damage_
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location_
Barriers
Barrier B
Traits:
Temptation
To Defeat:
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_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Barrier B
Traits:
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:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it_ If all the characters succeed, this barrier is defeated_ If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier_
Weapons
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_
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Bow
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8_
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon B
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you fail this check, you may discard this card to reroll the dice; take the new result_
Spells
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ Shuffle 1 random card from your discard pile into your deck_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Trap
Basic To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it_
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Armors
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_
Armor B
Traits:
Shield
Offhand
Magic
Elite To Acquire:
Constitution
Fortitude 6
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 proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 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_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
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_
Items
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon_ After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it_
Item B
Traits:
Book
Veteran To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait_ After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it_
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again_
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it_
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain_
Item B
Traits:
Book
Veteran To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait_ After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it_
Allies
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check_
Discard this card to explore your location_
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check_
Discard this card to explore your location_ During this exploration, add 1d4 to your Ranged or Survival check_
Ally 1
Traits:
Mongrel
Guard
Veteran To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box_
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check_ After the check, banish the weapon_
Discard this card to explore your location_ Add the adventure deck number of any card you encounter to your checks during that encounter_
Ally 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_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Constitution
Fortitude 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check_
Discard thi card to explore your location_
Blessings
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 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 Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
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 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 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 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_
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: 27
Blessings Deck
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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 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 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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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_
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
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_
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
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_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Brielle/DavidC, Mavaro/Akaitora, None
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealth by a Cave Viper is Poison damage_
Defore you act, the Cave Viper deals 1 Poison damage to you_
If the check to defeat has the Cold trait, add 1d8_
Cave vipers track you by scent; they smell you before you see them_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
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_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded_
Display this barrier next to your character card_ While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired_ At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker_
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If you fail this check, you may discard this card to reroll the dice; take the second result_
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_
Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
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_
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_
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location_ If proficient with weapons, recharge this card instead_
Discard this card to explore your location_
Ally B
Traits:
Human
Ranger To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your checks against banes that have the Demon trait_
Ally 1
Traits:
Mongrel
Aristocrat
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box_ If you acquire Chief Sull, you may immediately banish him to put that item into your hand_
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_
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_
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_
Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
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:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Elinnea, None
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_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
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_
Barrier B
Traits:
Trip
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number_
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage_ Then banish this card_

Aric - Maelwys |

Turn 3, under the Blessing of Ascension.
Start of turn, display Gambeson.
Seeing all of the people stuck on the bridge, Aric runs to their aid!
Free Exploration - Card 1: Carrock. Since it's still early in the game, I'm going to go ahead and post the rest of this in spoiler tags, so that everybody else can decide whether or not to close their locations on their own, and then once everybody has closed (or not) the BR can worry about shuffling the appropriate number of cards.
Aric suddenly stops short, caught slightly off-guard by the tree-monster looming over him, blocking his path and preventing him from rescuing the innocents on the bridge. But then his training and instinct kick in and take over, as he reaches under his cloak and pulls out a familiar cowl... the hood and mask of the Red Raven.
Recharge Mask of the Red Raven to replace Aric with Red Raven.
BYA - 1 Ranged damage. Recharge Gambeson to reduce damage to 0.
Reveal Captain's Cutlass to attack. Recharge Blessing of the Ancients for an extra die.
Check to Defeat - Combat 15: 2d10 + 3 + 1d6 + 1 ⇒ (2, 5) + 3 + (4) + 1 = 15
AYA - 1 Ranged damage. Recharge Captain's Cutlass to reduce damage to 0.
The Red Raven jumps in front of the demonic tree creature, threatening it with his cutlass. It flings branches at him, piercing his armor but not enough to injure him. He attacks, driving it back. After a hard-fought battle, it finally turns and flees. But not before flinging some more branches back at him, which he parries away. The monster isn't dead... merely chased off. He'll need to hunt it down and fight it another day. But for now, he's content to have rescued all these poor innocents from the bridge. He helps them down one at a time, as they all thank him and pledge their loyalty to him.
Just another day in the life of... The Red Raven!
Villain is chased off. Location is auto-closed, and apparently I get to draw all 5 allies into my hand? I'd rather shuffle them into my deck, that's too many to hold, lol.
One of the villagers stops and offers him some things on the way by. He is going to turn them down, but then notices a nice set of armor to replace his now holey suit, so he graciously accepts the replacement.
Banish Belthis Loumis to draw Corrosive Dagger +1, Stalking Armor, and Caltrop Bead from the box. Keep the Stalking Armor, banish the other two. Unfortunately I can't find any way of retrieving the Compass from my kit, or I'd be able to move and use all these allies for a lot of explorations. But lacking that, I guess I'll need to discard Chief Sull, Recruit, and Blackwing Librarian and end my turn.
Hand: Blessing of the Spy 2, Psychic Detective, Demon Hunter, Stalking Armor,
Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes:
Sideboard cards: Rodrick, Compass, Masque,

Ukuja - Elinnea |

I'm going to attempt the closing check, but it doesn't feel essential at this point so I won't put any resources into it.
Survival 8: 1d10 + 3 ⇒ (4) + 3 = 7
So close... but the Wounded Lands are not closed.

![]() |

Easy enough to temp close this location and allows me to draw my bestiary, which might help in combat, so I'll draw the Bestiary of Garund and bury my Walking stick to temp-close the Cemetary.

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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 4, Brielle/DavidC
Monsters
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (round up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched_ Apparently, it has an insaitable desire to consure your flesh_
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_
Before you act, discard the top card of your deck_
If undefeated, discard the top 2 cards of your deck_
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
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_
Barriers
Barrier B
Traits:
Temptation
To Defeat:
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_
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_
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_
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet_ Each character that does not evade or defeat the henchman banishes an ally_ To defeat this barrier, all of the summoned henchman must be defeated_
After you act, banish this barrier_
Weapons
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
Weapon B
Traits:
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_
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Spells
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait_ If the character is exploring, she may explore again_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check_ For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Armors
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_
Armor B
Traits:
Heavy Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3_
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
If proficient with heavy armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
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_
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
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_
If proficient with light armors, you may recharge this card when you reset your hand_
Items
Item 1
Traits:
Book To Acquire:
Melee
Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type_ While displayed, you may use that feat_ At the end of the turn, discard this card_
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait_
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait_
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3_ After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it_
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain_
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Allies
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_
Ally 1
Traits:
Human
Fighter To Acquire:
Charisma
Diplomacy 7
Recharge this card and another ally to draw a card_
Discard this card to explore your location_ During this exploration, add 1d4 to your checks to acquire boons_
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_
Banish this card to reduce Combat damage dealt to you by 3_
Discard this card to explore your location_
Ally B
Traits:
Human
Inquisitor To Acquire:
Knowledge 6
OR Charisma
Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result_
Recharge this card to succeed at your Knowledge check against a bane_
Discard this card to explore your location_
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location_ If proficient with weapons, recharge this card instead_
Discard this card to explore your location_
Blessings
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 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 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 B
Traits:
Divine
Torag To Acquire:
Strength 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 Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
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_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 26
Blessings Deck
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 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 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 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 Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any checkn
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
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 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 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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any checkn
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
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_
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_
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_
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 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Closed
At This Location:
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Brielle/DavidC, Mavaro/Akaitora, None
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
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_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded_
Display this barrier next to your character card_ While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired_ At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker_
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If you fail this check, you may discard this card to reroll the dice; take the second result_
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_
Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge
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
Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: 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_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
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_
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Elinnea, None
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_
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
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_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Aric - Maelwys |

Hand Update: I realized that I forgot to add the Cohort to my decklist. So I've now discarded the Demon Hunter ally that I gained as well.

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I can't figure out why the Cemetery is marked as closed. It still has cards in it, so I'm going to assume that's an error and explore there.
The cemetery is disconcerting, but not nearly as disconcerting as the creature that springs forth from it.
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
Brielle draws her Longsword and attacks.
Reveal Longsword. Bury my Bone Spikes to fuel Brielle's power, not to use their own.
Combat 12: 1d8 + 4 + 1d8 + 1d12 ⇒ (8) + 4 + (7) + (11) = 30
Recharge Bone Spikes.
It falls. Brielle's Quartermaster ally goes searching for the beast's treasure. Brielle loses sight of her, but as she apporaches
Another beast springs from the underbrush near the forgotten graves.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_
A quick strike from the creature causes Brielle to lose her Longsword discard as poison damage.
Forced to turn to her crowbar as a weapon, Brielle aims for the beast's weaving head.
Combat 8: 1d8 + 4 + 1d12 ⇒ (6) + 4 + (3) = 13
With two foes added to her kill list, Brielle has had enough for one day.
Yay, I like getting monsters to kill. :)
END TURN
Hand: Crowbar, Blessing of the Quartermaster2, Athlete, Mace, Blessing of the Quartermaster,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: I'd like to save one blessing for my turn. The other is up for grabs. Use both if it's warranted.
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 ([X]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 |

Top blessing: Deskari
Leryn goes to check out what is waiting in these wounded lands. Examine top card
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.
A whole group of those corrupted soldiers are still standing around grumbling and making nuisances of themselves. Ukuja feels unprepared to face them, so he sneaks off.
Without any weapons in my hand I'm in a pretty vulnerable position, so I'm actually going to the Cemetery, which Brielle just helpfully cleared of monsters. But first, an animal to charm.
As he crosses the battered landscape, he catches sight of a horse that someone just left there. Ukuja takes the noble steed under his care.
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location. Discard this card to explore your location.
Move to Cemetery, and explore
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Perfect timing! I automatically acquire this weapon.
At the entrance to the cemetery he finds a bow that has quite clearly been abandoned here. Ukuja picks it up as a contribution to the demon-fighting war effort, and then follows the sounds of a crow beckoning him further into the graveyard. Discard Crow to explore
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.
Constitution 4: 1d6 ⇒ 2
There's a bulky suit of armor lying up against one of the graves. Unable to come up with a convincing reason why something like that should also belong to him, Ukuja leaves it alone. Discard Frilled Lizard to explore again
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
I'll recharge my Fox to help on the Perception check.
Perception 9: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (4) = 12
Reveal the Shortbow to attack, and recharge the Snow Leopard as well for an extra d4
Combat 10: 1d10 + 3 + 1d6 + 1d4 ⇒ (7) + 3 + (1) + (3) = 14
And I get to draw it because it's an animal! I completely forgot for the last one, but I'll take this one into my hand.
As he's poking around deeper in the cemetery, a fox's sharp bark suddenly rings out a warning. Ukuja whirls around in time to spot another giant bat swooping out of the darkness. He puts an arrow to his newly acquired bow and pierces right through the creature's heart.
To close the location I'll draw a card: Terbutje. And then I will bury the Giant Bat. Literally.
Ukuja takes a few moments to bury the body of the creature he just slew. He hopes it is not disrespectful to the people who are also buried here, but he imbues the scene with some slight divine magic, so it will hopefully serve to keep out other demonic beings. Maybe the dead will be left in peace.
Because I have it, I will discard the Riding Horse to move to the Abyssal River. Now I'll be able to examine the top card at the start of my next turn. Brielle can come along to that location if you wish.
At the end of my turn, I recharge one of the animals in my discard: 1d3 ⇒ 3 the Riding Horse, and then reset my hand.
Hand: Light Crossbow, Longbow, Terbutje, Blessing of the Ancients 1, Blessing of the Gods, Shortbow
Displayed: Leryn, White Tiger
Deck: 8 Discard: 2 Buried: 2
Notes: I can discard any of the bows to add 1d4 to combat at another location. Blessing available, but save one in case I have to close.Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+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
Acrobatics: 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).
[X] 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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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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 6, Mavaro/Akaitora
Monsters
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
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_
The 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 B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10
The Worm Demon is immune to the Electricity and Poison traits_
If undefeated, bury an ally from your hand or your discard pile_
Worn demons inhabit and control the corpses of dead humanoids_
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_
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_
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_
Before you act, discard the top card of your deck_
If undefeated, discard the top 2 cards of your deck_
Barriers
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_
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:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_
Barrier B
Traits:
Temptation
To Defeat:
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_
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet_ Each character that does not evade or defeat the henchman banishes an ally_ To defeat this barrier, all of the summoned henchman must be defeated_
After you act, banish this barrier_
Weapons
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1_
Weapon B
Traits:
Bow
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8_
Weapon B
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you fail this check, you may discard this card to reroll the dice; take the new result_
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:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spells
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck_ If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character_ While displayed, add 3 to that character's Intelligence checks_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check_ If you succeed, recharge this card; if you fail, banish it_
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Armors
Armor B
Traits:
Heavy Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3_
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
If proficient with heavy armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
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_
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:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
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_
If proficient with light armors, you may recharge this card when you reset your hand_
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_
Items
Item 1
Traits:
Book
Elite To Acquire:
Intelligence
Knowledge 7
Discard this card to add 1d6 to your check to close a location_ After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it_
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain_
Item 1
Traits:
Book To Acquire:
Melee
Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type_ While displayed, you may use that feat_ At the end of the turn, discard this card_
Item 1
Traits:
Liquid
Alchemical
Elite To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter_
Display this card to choose a character at your location to draw 2 cards from his deck_ At the end of the turn, banish this card_
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card_ While displayed, add 1 to your Divine checks_ You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it_ At the end of the turn, discard this card_
Allies
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result_
Discard this card to explore your location_ During this exploration, add 1d6 to your Stealth checks_
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_
Ally B
Traits:
Human
Soldier To Acquire:
Divine 9
OR Charisma
Diplomacy 6
Discard this card to reduce damage dealt before you act to a character at your location to 0_
Discard this card to explore your location_ During this exploration, add 1 to your combat checks_
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check_
Discard this card to explore your location_ During this exploration, add 1d4 to your Ranged or Survival check_
Blessings
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 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 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 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 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_
Top of Blessing Discard Pile:
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_
Blessings Remaining: 24
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 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 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
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 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 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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
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_
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_
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_
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 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Cemetery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/Akaitora, None
Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge
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
Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Brielle/DavidC, Ukuja/Elinnea, 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_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
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_
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
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: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
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_
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
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_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

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Whew! Eventful turn that last one, but very good job! Out of turn, during Ukuja's turn, I use my Compass to move to the Cavern and examine its top card. It's a Blessing of Iomedae. This tells us the villain is not in the cavern. I decide to stay at the Cavern.
I then explore my location to encounter the Blessing. Since the top card of my deck is a Blessing of the Spellbound, I have Intelligence: Knowledge: Divine. I attempt to acquire the blessing by revealing my Chronicler and my spellbook to add 1d6 and 1d4.
Divine DC 5: 1d8 + 1d6 + 1d4 + 1 ⇒ (3) + (1) + (2) + 1 = 7
I will discard it to explore again. I encounter a set of Stalking Armor. I try to acquire it:
Constitution DC 4: 1d8 ⇒ 8
Nice! I will end my turn here as I don't want to give up my Chronicler at this point. Before I reset my hand though, I will discard the Stalking Armor to put Cure on top of my deck, which I then draw into my hand. I get lucky too, as I reveal another Blessing of the Spellbound as the new top card of my deck. This gives me Divine equal to my knowledge, which I use to cast Cure. For the recharge check, I will reveal my Chronicler and Spellbook again:
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Divine DC 8: 1d8 + 1d6 + 1d4 + 1 ⇒ (4) + (2) + (2) + 1 = 9
Not bad at all. End of turn.
Hand: The Missing Eye, Chronicler, Spellbook, Trapsmith Gloves, Bestiary of Garund,
Displayed:
Deck: 10 Discard: 2 Buried: 1
Notes: -The top card of my deck is "Blessing of the Spellbound", giving me Arcane, Divine equal to my Knowledge.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +1
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Your choice
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
"Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill ( [ ]You may also add any of that card's traits to your checks.)
"
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type

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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 7, Aric/Maelwys
Monsters
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13
The difficult of the check to defeat is increased by the scenario's adventure deck number_
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you_
If defeated, draw a random blessing that has the Corrupted trait from the box_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits_
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage_
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_
Monster B
Traits:
Undead
Skelton
Basic
To Defeat:
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_
The 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:
Vermin
Demon
To Defeat:
Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits_
If defeated, each character at your location is dealt 1 Acid damage_
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location_
Barriers
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it_ If all the characters succeed, this barrier is defeated_ If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier_
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet_ Each character that does not evade or defeat the henchman banishes an ally_ To defeat this barrier, all of the summoned henchman must be defeated_
After you act, banish this barrier_
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 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_
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_
Weapons
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you fail this check, you may discard this card to reroll the dice; take the new result_
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:
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:
Polearm
Melee
Piercing
2-Handed
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check_
Spells
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ Shuffle 1 random card from your discard pile into your deck_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck_ If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Armors
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 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 1
Traits:
Heavy Armor
Veteran To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3_
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally_
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Armor 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_
Items
Item B
Traits:
Tool
Veteran To Acquire:
Wisdom
Divine 8
Recharge this card to add the Magic trait to any check by a character at your location_
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location_ After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it_
Item 1
Traits:
Liquid
Alchemical
Elite To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter_
Display this card to choose a character at your location to draw 2 cards from his deck_ At the end of the turn, banish this card_
Item B
Traits:
Liquid
Mythic To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location_ While displayed, that character may add 1d6 to her checks_ At the end of the turn, banish this card_
Banish this card and choose a character at your location to get a mythic charge_
Item 1
Traits:
Liquid
Alchemical
Elite To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter_
Display this card to choose a character at your location to draw 2 cards from his deck_ At the end of the turn, banish this card_
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Allies
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 B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally_
Discard this card to explore your location_
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check_
Discard this card to explore your location_ During this exploration, add 1d4 to your Ranged or Survival check_
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally_
Discard this card to explore your location_
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location_ If proficient with weapons, recharge this card instead_
Discard this card to explore your location_
Blessings
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 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 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 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 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_
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: 23
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 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
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 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 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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Akaitora, None
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_
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 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Cemetery
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
Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge
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
Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Brielle/DavidC, Ukuja/Elinnea, 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_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
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_
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
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: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
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_
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
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_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Aric - Maelwys |

Turn 7, under the Blessing of Shax.
Move to the Wounded Lands
After moving, examine the top card of the location deck. Card 1: Corrupted Crusaders.
After examining a card in the location deck, replace Red Raven with Aric. No kit swap right now.
Heading away from the bridge, The Red Raven doffs his cowl and stashes it again. As he is approaching the Wounded Lands he can see that there is somebody in a moral quandry, and feels like he should take a gentler touch with this one...
Free Exploration - Card 1: Corrupted Crusaders.
Random Ally: Animal Tamer
Check to Defeat - Diplomacy 8: 1d10 + 4 ⇒ (1) + 4 = 5
Corrupted Soldier deals 3 Combat damage. Recharge Stalking Armor to reduce it by 2, then recharge Psychic Detective as damage (Aric's power).
Failed a Barrier, so deck is reshuffled and then an extra card is discarded from the blessings deck. Also, Animal Tamer is banished again.
The soldier ignores Aric's words and instead strikes out at him. Luckily, he was still wearing that armor that the friendly villager had given him earlier, or that might've really hurt. Aric shakes it off as the former Animal Tamer runs off into the woods to join the wrong side of the fight. That's it... no more gentle touches... He rests one hand on the Rapier at his side, as the other reaches under his cloak for the cowl again... it's time for the Raven to clean up this mess.
Yeah, that hurt. But I didn't have a weapon still, so no choice but to try the Dip option. Stupid die roll. :-p Ah well, got a weapon now at least, so good to go in the future! Draw 4 to end my turn.
Hand: Blessing of the Spy 2, Anevia Tirabade, Clockwork Spy, Bestiary of Garund, Rapier 1, Mancatcher,
Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes:
Sideboard cards: Rodrick, Compass, Masque,
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10+1
Diplomacy: Charisma +2
Favored Card Type: None
Hand Size 6
Proficient with: None
Powers:
At the start of your turn or when you examine a card in a location deck, 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.

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The Blessing of Abraxas shines down as Brielle explores the opts to move to the Cavern.
No way to close the river location now, so I might as well move.
Dark things lurk in the Cavern.
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_
Oddly, Brielle thinks a Crowbar might be the best way to deal with it.
Oddly, the Barrier is an Obstacle. However, even discarding it would only give me 3d4. So recharge Blessing of the Quartermaster for another d4. I can't come up with anything else. But I can't see using any of your folks' resources to add just a d4.
Wisdom 11: 4d4 ⇒ (2, 3, 2, 1) = 8
Dang it.
Now I have to fight a Wraith. I think I need the Magic trait to truly beat it, and I have no way to add that right now.I don't have the card right now, so can the BR, or anyone for that matter, post me the text?

BR Akaitora |

A wight, not a Wraith. Also, you don't have to necessarily fight it since Mavaro is also there and Baleful Shadows specifies only that a character at a location must encounter it. Here's the text for wight:
Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits_ Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them_ If defeated, you may immediately attempt to close the location this henchman came from_

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Aha.
Random cold damage for me (1) or Mavaro (2)
Cold: 1d2 ⇒ 2
Sorry Mavaro...
Now to crush this thing.
Reveal Crowbar to add d12.Bury the Mace for another d12.
Combat 10: 1d8 + 1d12 + 4 + 1d12 ⇒ (6) + (7) + 4 + (7) = 24
The undead spawn is flattened by hard steel.
Recharge the Mace. Discard Athlete to explore again.
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_
Looks like it's tree fighting time. Note the typo in the card text.
I'll let the other players resolve their Tree fights first.

BR Akaitora |

DavidC, notice that you failed to defeat Baleful Shadows, so you should have considered the Cavern to be shuffled. Therefore, you didn't neccesarily encounter the Arboreal Blight.
Random Card for explore: 1d9 ⇒ 4
You actually encounter:
Item B
Traits: Tool
To Acquire: Intelligence Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait_

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It's a tool, so Brielle wants it.
Recharge Blessing of the Quartermaster to add a die.
Int 7: 2d6 ⇒ (2, 5) = 7
Brielle pockets her prize, and makes camp for the night.
END TURN
Hand: Crowbar, Blessing of the Quartermaster2, Abyssal Traveler's Kit, Blessing of the Gods2, Scale of Disguise*,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: If you need a Blessing on a non-combat check feel free to recharge my Quartermaster Blessing.
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 ([X]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 |

2 blessings were discarded from the Blessing's deck due to Aric's and Brielle's failed checks against barriers, per the scenario rules.
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: When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Additional Rules: The following cohorts are available:
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location_ At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location_
Cohort 1
Traits: Human Rogue Mendevian Veteran
To Acquire: 0
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location_ If you don't have a role card, bury any cards that have the Liquid trait_ Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location_
Turn: 9, Ukuja/Elinnea
Monsters
Monster 1
Traits:
Plant
To Defeat:
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 dealt 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_
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits_
If the check to defeat does not have the Magic trait, the Ghost is undefeated_
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3_
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you_
While you act, damage dealt by the Pitborn Scoundrel may not be reduced_
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:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_
Before you act, discard the top card of your deck_
If undefeated, discard the top 2 cards of your deck_
Barriers
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
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_
Barrier B
Traits:
Temptation
To Defeat:
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_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet_ Each character that does not evade or defeat the henchman banishes an ally_ To defeat this barrier, all of the summoned henchman must be defeated_
After you act, banish this barrier_
Weapons
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you fail this check, you may discard this card to reroll the dice; take the new result_
Recharge this card to reduce Combat damage dealt to you by 3_
Weapon B
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you fail this check, you may discard this card to reroll the dice; take the new result_
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If you fail this check, you may discard this card to reroll the dice; take the second result_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Spells
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Armors
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_
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite To Acquire:
Constitution
Fortitude
Craft 7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn_
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Shield
Offhand
Magic
Elite To Acquire:
Constitution
Fortitude 6
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 proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 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:
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_
Items
Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck_
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it_
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card_ While displayed, add 1 to your Divine checks_ You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it_ At the end of the turn, discard this card_
Item B
Traits:
Tool
Veteran To Acquire:
Wisdom
Divine 8
Recharge this card to add the Magic trait to any check by a character at your location_
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location_ After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it_
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck_ You may not use this power more than once per check or step_
Allies
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6
Discard this card to explore your location_ If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck_
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location_
Discard this card to explore your location_
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location_
Discard this card to explore your location_
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location_
Discard this card to explore your location_
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_
Banish this card to reduce Combat damage dealt to you by 3_
Discard this card to explore your location_
Blessings
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 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 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 B
Traits:
Divine
Torag To Acquire:
Strength 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 Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
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_
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: 19
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 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 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 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 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 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 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 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 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 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 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, Mavaro/Akaitora, None
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6_ If the bane has the Demon or Fey trait, add another 1d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm_
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you_
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
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:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_
Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter_
Discard this card to explore your location_ During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Cemetery
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
Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Collapsing Bridge
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
Abyssal River
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Ukuja/Elinnea, 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_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits_
If undefeated, bury a random card from your discard pile_
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait_
Discard this card to explore your location_
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon_ To defeat this barrier, all the summoned demons must be defeated_
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_
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location_ The first time each turn that a character explores this location, each character at that location rolls 1d4_
1_ You are dealt 1d4+1 Poison damage_
2_ You are dealt 1d4+1 Fire damage_
3_ Bury the top card of your deck_
4_ Discard a card and banish this barrier_
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number_
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter_
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it_
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box_
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you_
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_
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: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Aric/Maelwys, None
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5
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, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
Ifthe check to defeat has the Cold trait, add 1d6_
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck_
This reptile lunges out of the placid water with shocking speed_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Barrier 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_
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_
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3_
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead_ Youmay choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile_ Otherwise, the barrier is defeated_
After you act, banish this barrier_
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Villain 1
Type: Monster
Traits:
Demon
Druid
Plant
To Defeat:
Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.~Before you act, Carrock deals 1 Ranged Combat damage to you.~After you act, Carrock deals 1 Ranged Combat damage to you.
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Ukuja - Elinnea |

Leryn sniffs around and detects the traces of a demon near this river. Ukuja moves forward, confident now in his ability to do battle.
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.
I have no attack spells, so I'll skip the check. Reveal the terbutje to attack.
Combat 12: 1d10 + 3 + 2d4 ⇒ (5) + 3 + (2, 4) = 14
He lifts his weapon to attack, and lands its sharp points right between the demon's horns. It is knocked out. Recharge Blessing of the Ancients to examine and explore
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Divine 7: 1d10 + 1 ⇒ (2) + 1 = 3
There's a scroll here, but Ukuja has demon-hunting on the brain, and pays it no mind.
End of my turn, I recharge one animal from my discard: 1d2 ⇒ 1 the Crow. Then I reset my hand.
Hand: Light Crossbow, Longbow, Terbutje, Blessing of the Elements, Blessing of the Gods, Shortbow
Displayed: Leryn, White Tiger
Deck: 9 Discard: 1 Buried: 2
Notes: I can discard any of the bows to add 1d4 to combat at another location. BotE available, but save the BotG in case I have to close.Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+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
Acrobatics: 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).
[X] 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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All previous sense of safety Mavaro had felt when around Brielle disipated when she came barging into the Cavern he was investigating, causing a ruckus and waking up wights, causing him to have his life essence drained.
At least, however, he could be thankful as he was now aware of the dangers lurking. He would try to proceed with caution.
Since I know now that Baleful Shadows is in this location, I will discard my Trapsmith Gloves to put Cure on top of my deck (instead of Blessing of the Spellbound], in case I need to make a Wisdom check.
Mavaro sneaks around a corner and sees an undead priest. "He must be the one creating all these wights around here. Better take care of it."
I'll reveal and recharge The Missing Eye for +1d6+1d8+2. My check doesn't have the Divine Trait, so I don't need to increase the DC.
Combat DC 10: 2d6 + 1d8 + 2 ⇒ (3, 4) + (4) + 2 = 13
Without a weapon and considering all the barriers and monsters that are in this location, I think it's best if I don't explore again this turn.
After resetting my hand (and drawing Cure into it), the top card of my deck is Planchette. I need to have the divine skill, so I discard one of my Blessings of the Spellbound to put The Missing Eye on top of my deck instead. It gives me Strength, Melee, Wisdom and Divine equal to my Knowledge. I then cast cure:
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
Nice! I'm going to reveal my Chronicler and Spellbook for the check to recharge.
Recharge Cure Divine DC 8: 1d8 + 1d6 + 1d4 + 1 ⇒ (1) + (4) + (4) + 1 = 10
END TURN