[ACG] BR skizzerz's Season of the Righteous

Game Master Yewstance

1-4E: And The Void Would Be Calling | Loot Tracker
Turn Order:
1. Amaryllis/Void_Eagle
2. Ukuja/Yewstance
3. Erasmus/Greenclaw


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Gameplay thread for my table of Season of the Righteous for Cards Against Gnomanity. The event starts July 9.

Current Players:

  • Yewstance
  • Void_Eagle
  • Greenclaw

Please dot this thread (post and then delete your post) so that you can easily find it in your Online Campaigns tab :)


SEASON OF THE RIGHTEOUS

The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes halted the demon army and contained it within lost Sarkoris. For the next century, crusade after crusade tried to defeat the demons, only to fail time and time again. Their greatest success was the creation of a line of magical artifacts known as wardstones that still stand sentinel along the Worldwound’s border, although they barely manage to contain the demons. The world doesn’t know it yet, but those wardstones are about to suffer a fearsome trial. With courage, cunning, magical might, and a little bit of luck, your band of stalwart adventurers now has a chance to defend the Worldwound and save the world of Golarion.


Adventure 1: Herald's Chosen

Welcome to the Worldwound! We expect your stay will be an eventful one.

The Worldwound is a land controlled by demons. It was once called Sarkoris, a thriving land of great commerce and knowledge. Then the machinations of demon lords ripped it open, leaving a gap through which all manner of nightmares enter our world.

In the aftermath of this invasion, the nation of Mendev refuses to surrender. Mendev has marshaled four crusades against the demons, though each has been inconclusive. The Fourth Crusade is ongoing, and some progress has been made. The frequency of incursions has lessened, leading some to speculate that victory is within Mendev’s grasp. A few troubled souls say this is just the calm before an even greater storm, but they are typically silenced, brushed aside by the citizenry’s newfound wave of confidence.

You have arrived at the gleaming city of Kenabres, the crown jewel of Mendev. While the Worldwound is beset with the demons from the Abyss, Kenabres stands strong. Once damaged by the demon lord Khorramzedah, Kenabres has recovered from its wounds. Crusaders meet here to test their might against each other, knowing what they learn will soon prove valuable against their foes. High Queen Galfrey has come to Kenabres, secure in the knowledge that this great city will never be brought low by the forces of evil.

The queen knows of a recent discovery that could save the Worldwound from its plight. She believes there is a way to close the maw to the Abyss, although she has kept the details confidential. As part of this plan, she has recruited a council of powerful heroes who can find solutions to the problems troubling her realm.

With the queen’s arrival has come enhanced security. Crusaders now patrol the walls of Kenabres in greater numbers, and visitors are being checked at the city gates by oracles who have talents for detecting demonic spies. Both of these strategies have proven effective, but the most notable enhancement is the presence of the Herald of Iomedae, the goddess’s mighty servant.

This herald is known as the Hand of the Inheritor because he sits at the right hand of the goddess Iomedae. The goddess has taken a personal interest in the Abyssal incursions into our plane, and she manifests her dismay through the Herald. Of course, his dismay will manifest through you and the other heroes of Queen Galfrey’s council. You have heard the Herald’s trumpet, and you have embraced his cause.


1-1A: Cloven Trail

“I seek your aid in destroying the information network used by demons in Kenabres,” the Herald says. “If you can discover where the demons are arriving in the city, you can cut off their reinforcements. That should buy Queen Galfrey’s council enough time to locate the treasure we need to close the Worldwound.”

Tonight, you’re on patrol as members of the Eagle Watch, seeking the malefactors behind a series of attacks on crusaders. Survivors of those attacks reported that they fought off minotaurs—beasts whose eyes burned with Abyssal fire. Most likely, they’re low-ranking quislings of the demon prince Baphomet. The crusaders forced them back to Kenabres’s labyrinthine sewers, although that may be a hollow victory. After all, minotaurs are adept in mazes.

Your quest has led you to the area around the Watchtower on the bulwark of the city. If the bulwark has been breached, that could delay the city’s response to attacks. Your contacts in this area have spread word of a pitborn witch named Faxon who’s been rallying the demons to his side. Seek out this witch and bring him in for questioning. The Herald would have words with him.

You have one great advantage over the sinister Faxon. The Herald is not one to simply dispatch his allies and leave them to the mercy of the Abyssal horde. You can summon him once you’ve unearthed a major threat against the citizens of Kenabres. The Hand of the Inheritor awaits your call.


The game starts July 9 at midnight EST (04:00 UTC). Please determine your turn order. You can either roll 1d1000 so we can randomize it, or you can go by time zone, or something else. Please also choose your starting location. For this scenario, the Cohort Herald of Iomedae is displayed next to the Blessings deck.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Additional Rules:

Herald of Iomedae:
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling:
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon:
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur:
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier:
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree:
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth:
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Turn: 0

Blessings Remaining: 30

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Deck Handler // Searching For: TBD

Ukuja will start at the Wounded Lands.
Ukuja chooses Weapon as his Favored Card Type.
Ukuja chooses Leryn and Giant Chameleon as his Cohorts, adding them to his starting hand.

I have a preference for going second in the Turn Order. The earlier my turn, the slightly more useful evasion and examination abilities are (more information for other players), but I cannot use Leryn to examine if I start the game, since I have no chance to Display it. Otherwise, we can go with a dice roll.
Starting Turn?: 1d1000 ⇒ 467

Strategy Note: Herald of Iomedae is in effect for this scenario, giving us almost free healing all game - should make this game largely trivial - just throw everything you have at a bane if you're in doubt.

Flavour text will come in next post. Opening hand is spoilered below; players should not read it until their starting location is picked.

Opening Hand & Skills and Powers:
Ukuja wrote:

Hand: Atlatl, Vulture, Blessing of the Elements, Light Crossbow, Desna's Star, Fox, Leryn, Giant Chameleon,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Ukuja Displays Leryn immediately.

Feel free to use my Fox as soon as it's relevant, or my Blessing if needed. Card texts for my cards are listed on my Deck Handler "Card Texts" sheet.
Sideboard cards:

Skills and Powers:

Spoiler:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Amaryllis will start at the Forsaken Cloister.

I don't really care about the turn order, just let me know when my turn is. But if we need to roll:
Starting Turn?: 1d1000 ⇒ 9

Opening Hand & Powers:

Amaryllis wrote:

Hand: Lightning Touch, Bestiary of Garund, Chronicler, Blessing of the Gods 1, Bracers of Protection, Codex,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

SKILLS

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

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
After ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Not sure why the second spoiler wasn't working, sorry.


Deck Handler // Searching For: TBD
Amaryllis - Void_Eagle wrote:
Not sure why the second spoiler wasn't working, sorry.

Annoyingly, in the Paizo forums you can't put a spoiler inside another spoiler IF the inner spoiler has a 'name'. If you use the spoiler tags inside the first spoiler without giving them a 'name' with the equals sign, it works fine.


Deck Handler // Searching For: TBD

Flavour post only.

Ukuja stands on the watchtower at the outskirts of Kenabres, quietly observing the landscape around. There was beauty here, once, but it's been scarred and broken by the Worldwound and its corruption so many times that little grows any longer; less still that could be considered beautiful.

Ukuja was not the first of the Uprooters to step on these stones, constructed by human hands, destroyed by demon's, and then rebuilt anew. Cecilla and Lanveral had made their mark in their campaigns here; and so it was not so unusual that Mendev's call for aid would reach so far, to the borders of Kyonin, once again. And Ukuja heard it, and traveled far to follow in the footsteps of some of the most renowned of his people. This land suffered, just as the Tanglebriar had. But the crusaders here dwell on the people and their empire, not the plight of the land itself, and that focus - however admirable - will not alone breathe life back into this accursed land.

And so Ukuja is here to assist, to observe, and where possible; to direct their attentions to the land that all life, even in Kenabres, ultimately needs.

The Herald's presence was a boon that Ukuja was not entirely prepared for. Whilst he was familiar that the land enjoyed the protection of Iomedae, the sight of such a divine servant was one that threatened to strike awe even unto Ukuja's stoic presence. He had bowed his head, finding it difficult to gaze at the blazing, armored presence, but had accepted its aid with grace. Ukuja shall not let the Herald down, nor will he leave this land to die at the hands of the corruption that plagues it. This is where Ukuja will make his mark on Avistan, of that he is certain.

He frowns, his brow furrowed; his keen eyes observing something curious outside the borders of the city; into the pained, bleeding lands beyond. Movement, and suspicious persons. Struck by a sudden inspiration, he prepares as well as he can, calling his dearest travelling companions - a great wolf and equally great reptile - to guide and guard him as he investigates. The witch may not even be in the city, after all.


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

Erasmus will take favored card: Spell and start at the Maze

Erasmus wrote:

Hand: Planchette, Magnifying Glass, Blessing of the Gods 2, Blessing of the Gods 1, Possession, Spirit Relatives,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +3
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Arcane: Charisma +1

Favored Card: Spell
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d34 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


Erasmus Turn order: 1d1000 ⇒ 449

Turn order will be as follows:
1. Amaryllis / Void_Eagle
2. Ukuja / Yewstance
3. Erasmus / Greenclaw

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Mangragora
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 dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.

Monster 2

Spoiler:
Demonic Fly
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.

Monster 3

Spoiler:
Mad Knight
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 4

Spoiler:
Wrecker Demon
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 5

Spoiler:
Ghoul
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Hide Armor
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 2

Spoiler:
Sweet Dragon Costume
Armor P
Traits: Light Armor Dragon Mythic
To Acquire: Constitution Fortitude 5
Reveal this card to reduce Fire damage dealt to you to 0, then roll 1d12. On a 1, banish this card.
Bury this card and expend a mythic charge to add 1d20 to your check to defeat a monster.
Banish this card to reduce all damage dealt to you to 0; If proficient with light armors, bury this card isntead.
"Rawr! I'm a scary dragon!" - Goblin in kobold costume

Armor 3

Spoiler:
Steel Shield
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.

Armor 4

Spoiler:
Helm
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 5

Spoiler:
Wooden Shield
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
Blackwing Librarian
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 2

Spoiler:
Athlete
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 3

Spoiler:
Recruit
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 4

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 5

Spoiler:
Mendevian Crusader
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 1 Amaryllis/Void_Eagle

Top of Blessing Discard Pile:

Blessing of Pulura:
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.

Blessings Remaining: 29

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 (Turn 2 Ukuja)
Spoiler:
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.

Blessings Deck Card 3 (Turn 3 Erasmus)

Spoiler:
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.

Blessings Deck Card 4 (Turn 4 Amaryllis)

Spoiler:
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.

Blessings Deck Card 5 (Turn 5 Ukuja)

Spoiler:
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.

Blessings Deck Card 6 (Turn 6 Erasmus)

Spoiler:
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.

Blessings Deck Card 7 (Turn 7 Amaryllis)

Spoiler:
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.

Blessings Deck Card 8 (Turn 8 Ukuja)

Spoiler:
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.

BLessings Deck Card 9 (Turn 9 Erasmus)

Spoiler:
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.

Blessings Deck Card 10 (Turn 10 Amaryllis)

Spoiler:
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.

Blessings Deck Card 11 (Turn 11 Ukuja)

Spoiler:
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.

Blessings Deck Card 12 (Turn 12 Erasmus)

Spoiler:
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.

Blessings Deck Card 13 (Turn 13 Amaryllis)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessinsg Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessinsg Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Guardpost Card 1:
Mace
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.

Guardpost Card 2:
Apprentice
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.

Guardpost Card 3:
Pig From Hell
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Don't go back to Munchmeat Farm

Guardpost Card 4:
Scale Mail
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.

Guardpost Card 5:
Giant Maggot Swarm
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.

Guardpost Card 6:
Peryton
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.

Guardpost Card 7:
Eagle Knight Dress Uniform
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.

Guardpost Card 8:
Heavy Crossbow
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.

Guardpost Card 9:
Athlete
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.

Guardpost Card 10:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.

Maze Card 2:
Worm Demon
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.

Maze Card 3:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Maze Card 4:
Demon Hunter's Handbook
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.

Maze Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 6:
Magic Padded Armor
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.

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Caravan Guard
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.

Watchtower Card 2:
Spellcaster's Shield
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.

Watchtower Card 3:
Lance
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.

Watchtower Card 4:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.

Watchtower Card 5:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.

Watchtower Card 6:
Magic Half-Plate
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.

Watchtower Card 7:
Sickle
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.

Watchtower Card 8:
Riding Horse
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.

Watchtower Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 10:
Giant Cockroach
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.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Forsaken Cloister Card 1:
Skitter
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.

Forsaken Cloister Card 2:
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.

Forsaken Cloister Card 3:
Skeleton
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.

Forsaken Cloister Card 4:
Poison Spiked Pit Trap
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.

Forsaken Cloister Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 6:
Wooden Shield
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.

Forsaken Cloister Card 7:
Weapon of Awe
Spell 1
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Forsaken Cloister Card 8:
Teamster
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 this card to explore your location.

Forsaken Cloister Card 9:
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.

Forsaken Cloister Card 10:
Trapsmith Gloves
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.

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/Yewstance

Wounded Lands Card 1:
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Wounded Lands Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.

Wounded Lands Card 4:
Wooden Shield
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.

Wounded Lands Card 5:
Explosive Runes
Barrier B
Traits: Trap 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.

Wounded Lands Card 6:
Silver Raven Figurine
Item B
Traits: Object Magic Elite
To Acquire: Intelligence Arcane Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Wounded Lands Card 7:
Temptation of Arms
Barrier B
Traits: Temptation
To Defeat: None
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.

Wounded Lands Card 8:
Carrion Golem
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.

Wounded Lands Card 9:
Shortbow
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.

Wounded Lands Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
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.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Amaryllis goes looking around the Forsaken Cloister and finds... a Skitter spell.

Arcane 6: 1d12 + 2 ⇒ (3) + 2 = 5

She can't seem to understand even this simple spell, and moves on.

She sends her Chronicler to explore some other parts of the cloister, encounter a Blessing of Ascension. Amaryllis looks it up in her Codex to try to figure out what it is.

Charisma 6: 2d12 ⇒ (11, 12) = 23

Recognizing that it might be important, Amaryllis grabs it and decides it might be a good time to rest.

Amaryllis wrote:

Hand: Lightning Touch, Bestiary of Garund, Blessing of the Spellbound 2, Blessing of the Gods 1, Bracers of Protection, Blessing of Ascension 1,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Either blessing is up for grabs
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
After ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Mangragora
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 dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.

Monster 2

Spoiler:
Demonic Fly
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.

Monster 3

Spoiler:
Mad Knight
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 4

Spoiler:
Wrecker Demon
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 5

Spoiler:
Ghoul
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Hide Armor
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 2

Spoiler:
Sweet Dragon Costume
Armor P
Traits: Light Armor Dragon Mythic
To Acquire: Constitution Fortitude 5
Reveal this card to reduce Fire damage dealt to you to 0, then roll 1d12. On a 1, banish this card.
Bury this card and expend a mythic charge to add 1d20 to your check to defeat a monster.
Banish this card to reduce all damage dealt to you to 0; If proficient with light armors, bury this card isntead.
"Rawr! I'm a scary dragon!" - Goblin in kobold costume

Armor 3

Spoiler:
Steel Shield
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.

Armor 4

Spoiler:
Helm
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 5

Spoiler:
Wooden Shield
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
Blackwing Librarian
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 2

Spoiler:
Athlete
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 3

Spoiler:
Recruit
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 4

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 5

Spoiler:
Mendevian Crusader
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 2 Ukuja/Yewstance

Top of Blessing Discard Pile:

Blessing of Ascension:
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.

Blessings Remaining: 28

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 3 (Turn 3 Erasmus)
Spoiler:
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.

Blessings Deck Card 4 (Turn 4 Amaryllis)

Spoiler:
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.

Blessings Deck Card 5 (Turn 5 Ukuja)

Spoiler:
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.

Blessings Deck Card 6 (Turn 6 Erasmus)

Spoiler:
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.

Blessings Deck Card 7 (Turn 7 Amaryllis)

Spoiler:
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.

Blessings Deck Card 8 (Turn 8 Ukuja)

Spoiler:
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.

BLessings Deck Card 9 (Turn 9 Erasmus)

Spoiler:
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.

Blessings Deck Card 10 (Turn 10 Amaryllis)

Spoiler:
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.

Blessings Deck Card 11 (Turn 11 Ukuja)

Spoiler:
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.

Blessings Deck Card 12 (Turn 12 Erasmus)

Spoiler:
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.

Blessings Deck Card 13 (Turn 13 Amaryllis)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessinsg Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessinsg Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Guardpost Card 1:
Mace
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.

Guardpost Card 2:
Apprentice
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.

Guardpost Card 3:
Pig From Hell
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Don't go back to Munchmeat Farm

Guardpost Card 4:
Scale Mail
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.

Guardpost Card 5:
Giant Maggot Swarm
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.

Guardpost Card 6:
Peryton
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.

Guardpost Card 7:
Eagle Knight Dress Uniform
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.

Guardpost Card 8:
Heavy Crossbow
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.

Guardpost Card 9:
Athlete
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.

Guardpost Card 10:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.

Maze Card 2:
Worm Demon
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.

Maze Card 3:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Maze Card 4:
Demon Hunter's Handbook
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.

Maze Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 6:
Magic Padded Armor
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.

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Caravan Guard
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.

Watchtower Card 2:
Spellcaster's Shield
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.

Watchtower Card 3:
Lance
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.

Watchtower Card 4:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.

Watchtower Card 5:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.

Watchtower Card 6:
Magic Half-Plate
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.

Watchtower Card 7:
Sickle
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.

Watchtower Card 8:
Riding Horse
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.

Watchtower Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 10:
Giant Cockroach
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.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Forsaken Cloister Card 1:
Skeleton
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.

Forsaken Cloister Card 2:
Poison Spiked Pit Trap
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.

Forsaken Cloister Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 4:
Wooden Shield
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.

Forsaken Cloister Card 5:
Weapon of Awe
Spell 1
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Forsaken Cloister Card 6:
Teamster
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 this card to explore your location.

Forsaken Cloister Card 7:
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.

Forsaken Cloister Card 8:
Trapsmith Gloves
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.

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/Yewstance

Wounded Lands Card 1:
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Wounded Lands Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.

Wounded Lands Card 4:
Wooden Shield
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.

Wounded Lands Card 5:
Explosive Runes
Barrier B
Traits: Trap 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.

Wounded Lands Card 6:
Silver Raven Figurine
Item B
Traits: Object Magic Elite
To Acquire: Intelligence Arcane Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Wounded Lands Card 7:
Temptation of Arms
Barrier B
Traits: Temptation
To Defeat: None
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.

Wounded Lands Card 8:
Carrion Golem
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.

Wounded Lands Card 9:
Shortbow
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.

Wounded Lands Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
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.


Deck Handler // Searching For: TBD

Off turn: Ukuja Displays Leryn, as per his notes.

Ukuja starts his turn.
Ukuja examines the top card of the Wounded Lands with Leryn's ability.

Wounded Lands Card 1: Fortune-Teller

Fortune-Teller:
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

As Ukuja approaches the curious figures in the Wounded Lands, he quickly observes them to be nothing more than travelling charlatans and petty oracles. No threat. Without breaking stride, he turns and returns to the city.

A powerful Ally, and a potentially good card upgrade already. I'll leave that for Amaryllis to grab.

Ukuja moves to the Guardpost, then displays Giant Chameleon and explores.

Guardpost Card 1: Mace

Mace:
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.

Strength 4: 1d6 ⇒ 5 -> Mace acquired.

As he passes through the checkpoints; the guards notified of his official business, he equips himself with one of the weapons from the armory. Not the most refined of weapons, but in close quarters he may not get a chance to prepare a bow if there are indeed threats inside the city proper.

Ukuja discards Vulture to explore again.

Guardpost Card 2: Spellcaster's Shield

Spellcaster's Shield:
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.

Divine 6: 1d10 + 1 ⇒ (9) + 1 = 10 -> Spellcaster's Shield acquired.

He also slings a lightly enchanted shield over his back from the armory. Little point in not using the tools gifted to you for a task, after all.

Ukuja places Leryn on top of his deck to examine the top two cards of his location deck.

Guardpost Card 3: Pig From Hell
Guardpost Card 4: Scale Mail

Leryn alerts him of something approaching, even in the apparently safe area of the guardhouse. Ukuja frowns, preparing his crossbow as he senses a creature nearby, crying out in pain, touched by deep corruption. Perhaps he can recall it from the brink; if not, he can put it out of its misery.

Ukuja ends his turn, recharging Desna's Star to randomly recharge Vulture from his discard pile. During hand reset, Ukuja recharges Spellcaster's Shield and discards Mace.

Ukuja wrote:

Hand: Atlatl, Leryn, Blessing of the Elements, Light Crossbow, Crow, Fox,

Displayed: Giant Chameleon,
Deck: 12 Discard: 1 Buried: 0
Notes: Feel free to use my Fox (recharge for 1d4 to any Intelligence or Wisdom check) or Blessing of Elements whenever you need.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.

Ukuja displays Leryn at the start of Erasmus' turn.


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

This is not where Erasmus expected he'd end up...out at the Worldwound! He hadn't had much luck finding allies to help him take back his birthright from his conniving brother, but at least out here it seemed he had been given some purpose.

Oh, and the voices were still with him of course. He'd learned to accept them. His uncle Balsamo, his brother Baylock and his two sisters, Nissa and Veldira. He'd even begun to see their presence as a sort of blessing, allowing them to come forward and take control over his body in times of need, when their particular skills could be of use.

They could very well be of use very soon. Erasmus finds himself at the mouth of a maze. Who knows what dangers are lurking within? Besides his spirit relatives, there was also this Herald, of course. Apparently he could be called on when needed?

With a sigh, Erasmus decides the time for waiting is past. Onwards into this maze, then!

Explore Maze

Rallying Cry:

Barrier B
Traits: Task Cache
To Defeat: None
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.

Ok, I'll take the 1st ally from the Random Allies List!

Blackwing Librarian:

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.

Before he can take even a single step forward, however, his uncle Balsamo's voice rings out in his head. "Boy, you're not ready for this. You need my wits if you're going into this maze, that is if you ever want to find your way out...some more help may even be needed!" Unable, or maybe unwilling to argue, Erasmus lets Balsamo exert control over his body for a moment and watches through his own eyes as his uncle approaches a passing librarian and strikes up a conversation with him, asking him for help navigating the maze.
Display Spirit Relatives. Place Marker on Balsamo. Gain Arcane: Charisma & Knowledge: Intelligence skills
Knowledge DC6: 1d8 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10 SUCCESS!

Rather than pause completely, I'll continue a little until having that card or not would change my turn.

Perhaps a little bit over cautious now after the rebuke from his uncle, Erasmus decides to call on the spirits some more to help give him forewarning about what might be ahead and perhaps lead him to some useful item. He gets out some equipment and undertakes a mini seance.
Discard Planchette to examine top card of location deck. Choose item.

"A worm demon!!" Erasmus is instantly thankful he took the precautions. Knowing he's not prepared for such a battle just yet, he stops to regroup

Recharge Planchette - Perception DC6: 1d6 + 3 ⇒ (1) + 3 = 4
Recharge Magnifying Glass to examine top card of character deck Force Missile - not shuffling
End Turn. Reset Hand. Will wait to see if he gets to keep the Librarian before drawing his cards.


Deck Handler // Searching For: TBD

Rallying Cry: Ukuja summons and encounters...

Random Ally 2: Athlete

Athlete:
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.

Well I don't have the Acrobatics skill with my current Cohorts, but Dexterity is a nice thing to see. I have a blessing of my own, but may I take one of yours, Erasmus, since you're about to redraw your hand? I'll take my roll - if no other players offer, consider my own blessing used instead. 3 allies is worth it.

Edit: Erasmus discards a Blessing. Thanks!

Dexterity 7: 2d10 ⇒ (1, 3) = 4 -> Failed to acquire.

Bleah. Shoot, 85% odds and I don't even get close. Bottom 3% of possible results.

Ukuja wrote:

Hand: Atlatl, Blessing of the Elements, Light Crossbow, Crow, Fox,

Displayed: Leryn, Giant Chameleon,
Deck: 12 Discard: 1 Buried: 0
Notes: Feel free to use my Fox (recharge for 1d4 to any Intelligence or Wisdom check) or Blessing of Elements whenever you need.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

No, go ahead and use Erasmus' blessing for the check. As you say, he was about to reset anyway.

Erasmus wrote:

Hand: Force Missile, Blessing of the Gods 3, Blessing of the Gods 2, Sign of the Pack 2, Possession,

Displayed: Spirit Relatives (Balsamo),
Deck: 8 Discard: 2 Buried: 0
Notes: Use Blessings as needed for henchman, closes or emergencies as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +3
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Arcane: Charisma +1

Favored Card: Spell
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d34 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


Amaryllis would be summoning Recruit, but since Ukuja failed the check to acquire, all allies would be banished anyway.

Erasmus, Rallying Cry is undefeated but you have the option to banish it. Would you like to banish it or shuffle it back in the deck? I’ll get the scenario update out with a brand-new random allies list after I hear back from you.


Deck Handler // Searching For: TBD

I put my vote in for shuffling it back in. This early in the game, and with the Herald's assistance, failure of the scenario seems exceptionally unlikely. Seems a good opportunity to grab more Ally upgrades.

With that said, what Ally upgrades are desired? There's already an Ally 1 examined on top of the Wounded Lands location, and if only 1 of us wants it then there's no need for more.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Since whether the Rallying Cry gets shuffled or banished doesn't affect my location, I'm continuing on.

Amaryllis continues to look around the Forsaken Cloister...

Forsaken Cloister Card 1: Skeleton

Skeleton:

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.

Quickly chanting a few words, Amaryllis's had glows with electricity and she reaches out to touch the skeleton.

Combat 8: 1d12 + 2d4 + 2 ⇒ (10) + (1, 2) + 2 = 15 -> Success!

The skeleton crumbles to dust under her magical assault.

Recharge Lightning Touch - Arcane 6: 1d12 + 2 ⇒ (9) + 2 = 11 -> Success!

But casting that took a lot out of her, and she decides to rest for minute.

Reset my hand and draw the Jinx Eater

Amaryllis wrote:

Hand: Jinx Eater, Bestiary of Garund, Blessing of the Spellbound 2, Blessing of the Gods 1, Bracers of Protection, Blessing of Ascension 1,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: The Blessing of the Gods and Blessing of Ascension are both up for grabs. I'd prefer to keep the Blessing of the Spellbound for an Arcane or Divine check, but if one comes up it can be used for that.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
After ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


Ukuja, Card 2 of the Guardpost was Apprentice, not Spellcaster's Shield -- that card must have been from a different location. Can you re-do that portion of your turn?

Apprentice:
Apprentice
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.


Deck Handler // Searching For: TBD
BR skizzerz wrote:
Ukuja, Card 2 of the Guardpost was Apprentice, not Spellcaster's Shield -- that card must have been from a different location. Can you re-do that portion of your turn?

Hm, I see how that happened, my mistake. When I scrolled up and down I got confused between the Watchtower and the Guardpost, especially because I'd been deciding on which I'd move to. My apologies!

Spellcaster's Shield is cleared from my card, and Ukuja attempts to acquire Apprentice.
Divine 8: 1d10 + 1 ⇒ (10) + 1 = 11 -> Apprentice acquired.

That means Ukuja would not have drawn the Crow from his deck in the last turn. Amended, and sorry about that!
I'm in the middle of writing my next turn, so you don't need to do a scenario update quite yet, GM.


I went ahead and shuffled Maze and refreshed the Random Allies list. If you wanted to banish it instead, encounter Worm Demon as your first explore in Maze and then continue to use the deck list from this update (for reasons I'll explain below) -- skip over the first Worm Demon or Rallying Cry you encounter in that deck in that case.

Worm Demon:
Worm Demon
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.

I noticed when making this update that a glitch in the program caused no villain to be shuffled into a location (every location had a henchman instead). I rolled a random location for the villain and swapped out the henchman with it, so please use the deck lists from this post and not the deck lists from my original post so that you have a chance of running into the villain.

During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Mangragora
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 dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.

Monster 2

Spoiler:
Demonic Fly
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.

Monster 3

Spoiler:
Mad Knight
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 4

Spoiler:
Wrecker Demon
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 5

Spoiler:
Ghoul
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Hide Armor
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 2

Spoiler:
Sweet Dragon Costume
Armor P
Traits: Light Armor Dragon Mythic
To Acquire: Constitution Fortitude 5
Reveal this card to reduce Fire damage dealt to you to 0, then roll 1d12. On a 1, banish this card.
Bury this card and expend a mythic charge to add 1d20 to your check to defeat a monster.
Banish this card to reduce all damage dealt to you to 0; If proficient with light armors, bury this card isntead.
"Rawr! I'm a scary dragon!" - Goblin in kobold costume

Armor 3

Spoiler:
Steel Shield
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.

Armor 4

Spoiler:
Helm
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 5

Spoiler:
Wooden Shield
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 5 Ukuja/Yewstance

Top of Blessing Discard Pile:

Blessing of Ascension:
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.

Blessings Remaining: 25

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 6 (Turn 6 Erasmus)
Spoiler:
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.

Blessings Deck Card 7 (Turn 7 Amaryllis)

Spoiler:
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.

Blessings Deck Card 8 (Turn 8 Ukuja)

Spoiler:
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.

BLessings Deck Card 9 (Turn 9 Erasmus)

Spoiler:
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.

Blessings Deck Card 10 (Turn 10 Amaryllis)

Spoiler:
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.

Blessings Deck Card 11 (Turn 11 Ukuja)

Spoiler:
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.

Blessings Deck Card 12 (Turn 12 Erasmus)

Spoiler:
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.

Blessings Deck Card 13 (Turn 13 Amaryllis)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessinsg Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessinsg Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Yewstance

Guardpost Card 1 (Pig From Hell):
Pig From Hell
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Don't go back to Munchmeat Farm

Guardpost Card 2 (Scale Mail):
Scale Mail
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.

Guardpost Card 3:
Giant Maggot Swarm
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.

Guardpost Card 4:
Peryton
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.

Guardpost Card 5:
Eagle Knight Dress Uniform
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.

Guardpost Card 6:
Heavy Crossbow
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.

Guardpost Card 7:
Athlete
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.

Guardpost Card 8:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1:
Demon Hunter's Handbook
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.

Maze Card 2:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.

Maze Card 3:
Worm Demon
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.

Maze Card 4:
Magic Padded Armor
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.

Maze Card 5:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Maze Card 6:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Caravan Guard
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.

Watchtower Card 2:
Spellcaster's Shield
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.

Watchtower Card 3:
Lance
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.

Watchtower Card 4:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.

Watchtower Card 5:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.

Watchtower Card 6:
Magic Half-Plate
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.

Watchtower Card 7:
Sickle
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.

Watchtower Card 8:
Riding Horse
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.

Watchtower Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 10:
Giant Cockroach
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.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Forsaken Cloister Card 1:
Poison Spiked Pit Trap
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.

Forsaken Cloister Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 3:
Wooden Shield
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.

Forsaken Cloister Card 4:
Weapon of Awe
Spell 1
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Forsaken Cloister Card 5:
Teamster
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 this card to explore your location.

Forsaken Cloister Card 6:
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.

Forsaken Cloister Card 7:
Trapsmith Gloves
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.

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

Wounded Lands Card 1 (Fortune-Teller):
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Wounded Lands Card 2:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Wounded Lands Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.

Wounded Lands Card 4:
Wooden Shield
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.

Wounded Lands Card 5:
Explosive Runes
Barrier B
Traits: Trap 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.

Wounded Lands Card 6:
Silver Raven Figurine
Item B
Traits: Object Magic Elite
To Acquire: Intelligence Arcane Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Wounded Lands Card 7:
Temptation of Arms
Barrier B
Traits: Temptation
To Defeat: None
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.

Wounded Lands Card 8:
Carrion Golem
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.

Wounded Lands Card 9:
Shortbow
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.

Wounded Lands Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
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.


Deck Handler // Searching For: TBD

May I request that one of the other players in the team collect that Fortune Teller before a villain shuffle or the like moves it away?
I have no real Charisma or Diplomacy to speak of, but an Ally 1 is one of the card upgrades I'd like...admittedly quite low on my preferences, though. But it's also an excellent ally to have around!

Ukuja starts his turn.
The top card of the Guardpost is already known, so no need to examine it with Leryn's ability.
Ukuja stays at the Guardpost, then takes his free exploration to encounter the previously examined Pig From Hell.

Guardpost Card 1: Pig From Hell

Pig From Hell:
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.

Ukuja reveals Light Crossbow for the first combat check.
Combat 9 (Ranged): 1d10 + 2 + 1d8 ⇒ (1) + 2 + (7) = 10 -> Check 1 passed.
Now that the first check's down, lets make sure it's not wasted and ensure the remaining succeed.
Ukuja reveals Light Crossbow second combat check, and places Giant Chameleon on top of his deck to add an additional 1d6.

Combat 9 (Ranged): 1d10 + 2 + 1d8 + 1d6 ⇒ (1) + 2 + (6) + (1) = 10 -> Check 2 passed.
Then Ukuja buries Atlatl for the third and final combat check.
Combat 9 (Ranged): 1d10 + 2 + 3d6 ⇒ (5) + 2 + (1, 2, 1) = 11 -> Pig From Hell is defeated, and Ukuja adds it to his hand with his power. Ukuja draws the random non-basic Armor Sweet Dragon Costume. (Note To GM: I looked at Random Armors 1 and 2)

Ukuja discards Fox to explore again, encountering the previously-examined Scale Mail.

Guardpost Card 2: Scale Mail

Scale Mail:
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 ⇒ 4 -> Scale Mail acquired.

Ukuja places Leryn on top of his deck to examine the top two cards of his location deck.

Guardpost Card 3: Giant Maggot Swarm
Guardpost Card 4: Peryton

Well as long as I've got heaps of armor that I'm going to throw out anyway... Ukuja discards Apprentice to explore and encounter the Giant Maggot Swarm.
Guardpost Card 5: Giant Maggot Swarm

Giant Maggot Swarm:
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.

Ukuja discards Pig From Hell to acid damage. Note that the FAQed version of this card clarifies that each other character encounters the summoned copy, not the initial character.
Ukuja reveals Light Crossbow for combat.
Combat 6/10 (Ranged): 1d10 + 2 + 1d8 ⇒ (6) + 2 + (3) = 11 -> Giant Maggot Swarm defeated and banished.

Ukuja ends his turn, discarding Scale Mail and Sweet Dragon Costume before resetting his hand. Flavor Text will be added later.

Ukuja wrote:

Hand: Dog, Blessing of the Elements, Light Crossbow, Leryn, Giant Chameleon, Javelin,

Displayed:
Deck: 9 Discard: 6 Buried: 1
Notes: Feel free to use my Blessing of Elements if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.

Ukuja displays Leryn and Giant Chameleon at the start of Erasmus' turn.


Guardpost has you summon and encounter a Corrupted Soldier at the start of your turn.

Corrupted Solider:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.


Deck Handler // Searching For: TBD
BR skizzerz wrote:
Guardpost has you summon and encounter a Corrupted Soldier at the start of your turn.

For the love of...! I'm overlooking everything today! Need to get used to the new formatting of scenario updates. And remember I'm playing WotR, that'll help. Sorry again.

With that said, it makes no difference at all to my post besides that I didn't mention it. Ukuja had Giant Chameleon displayed, so he'll use its effect to evade the bane.

Also, flavour for my last turn:

Ukuja notices odd activity surrounding the Guardpost, but his loyal animal companions help warn and guide him through safe paths. He suspects cultist activity has infiltrated these fortifications on the outskirts of Kenabres; something to alert the Herald to. Not Ukuja's mission.

Sensing the corrupted animal get closer, Ukuja lays a trap, and uses his chameleon to flush out what appears to be a monstrous, warped pig. His traps and bolts pepper the creature's monstrous flesh, until blood loss leaves it weak and slow. Only then does Ukuja reach out to it, now it is safe to do so; driving the worst of the corruption from its body and healing its wounds as Leryn scouts the surrounding rooms. Something odd is occurring here...

Ukuja calms and heals the beast as Leryn returns, mentally sharing brief visions, sounds and smells he observed with Ukuja. Ukuja nods, still calming the pig, before pulling back, sensing something wrong. With horror, the pig begins to thrash and squeal, regurgitating... maggots!?

A horde of demontouched maggots devour the pig from the inside as it squeals and shudders, seeming to grow in numbers and size in impossible degrees. Ukuja looses bolts from his crossbow at the hideous vermin as his animal allies claw and bite their way through the oversized creatures, until the few remaining, normal-sized maggots disperse as the largest ones are shot, chewed, gouged and squashed from Ukuja, Leryn's and the Chameleon's attacks.


During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Mangragora
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 dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.

Monster 2

Spoiler:
Demonic Fly
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.

Monster 3

Spoiler:
Mad Knight
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 4

Spoiler:
Wrecker Demon
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 5

Spoiler:
Ghoul
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Ghoul Hide
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 2

Spoiler:
Wooden Shield
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 3

Spoiler:
Leather Armor
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 4

Spoiler:
Stalking Armor
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 5

Spoiler:
Helm
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 6 Erasmus/Greenclaw

Top of Blessing Discard Pile:

Blessing of Ascension:
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.

Blessings Remaining: 24

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 7 (Turn 7 Amaryllis)
Spoiler:
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.

Blessings Deck Card 8 (Turn 8 Ukuja)

Spoiler:
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.

BLessings Deck Card 9 (Turn 9 Erasmus)

Spoiler:
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.

Blessings Deck Card 10 (Turn 10 Amaryllis)

Spoiler:
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.

Blessings Deck Card 11 (Turn 11 Ukuja)

Spoiler:
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.

Blessings Deck Card 12 (Turn 12 Erasmus)

Spoiler:
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.

Blessings Deck Card 13 (Turn 13 Amaryllis)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessings Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessings Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Yewstance

Guardpost Card 1 (Peryton):
Peryton
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.
Guardpost Card 2:
Eagle Knight Dress Uniform
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.
Guardpost Card 3:
Heavy Crossbow
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.
Guardpost Card 4:
Athlete
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.
Guardpost Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1 (Worm Demon):
Worm Demon
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.
Maze Card 2:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Maze Card 3:
Demon Hunter's Handbook
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.
Maze Card 4:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Maze Card 5:
Magic Padded Armor
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.

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Caravan Guard
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.
Watchtower Card 2:
Spellcaster's Shield
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.
Watchtower Card 3:
Lance
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.
Watchtower Card 4:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.
Watchtower Card 5:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Watchtower Card 6:
Magic Half-Plate
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.
Watchtower Card 7:
Sickle
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.
Watchtower Card 8:
Riding Horse
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.
Watchtower Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Watchtower Card 10:
Giant Cockroach
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.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Forsaken Cloister Card 1:
Poison Spiked Pit Trap
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.
Forsaken Cloister Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Forsaken Cloister Card 3:
Wooden Shield
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.
Forsaken Cloister Card 4:
Weapon of Awe
Spell 1
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Forsaken Cloister Card 5:
Teamster
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 this card to explore your location.
Forsaken Cloister Card 6:
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.
Forsaken Cloister Card 7:
Trapsmith Gloves
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.

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

Wounded Lands Card 1 (Fortune-Teller):
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Wounded Lands Card 2:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Wounded Lands Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.
Wounded Lands Card 4:
Wooden Shield
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.
Wounded Lands Card 5:
Explosive Runes
Barrier B
Traits: Trap 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.
Wounded Lands Card 6:
Silver Raven Figurine
Item B
Traits: Object Magic Elite
To Acquire: Intelligence Arcane Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Wounded Lands Card 7:
Temptation of Arms
Barrier B
Traits: Temptation
To Defeat: None
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.
Wounded Lands Card 8:
Carrion Golem
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.
Wounded Lands Card 9:
Shortbow
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.
Wounded Lands Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
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.


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

"Boy, you'd better let me deal with this demon, don't you think? I know you dabble in the arcane but someone with a bit more experience might be better equipped to, ah...well, let's just say these things can be rather nasty!" Erasmus knows better than to argue with Balsamo's voice in his head and lets the old man come forward once again to deal with the beast.

Banish Rallying Cry from last turn. Explore Maze

Worm Demon :

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.

With his uncle's 'guidance', Erasmus steps forward into the maze and prepares to deal with the Vermlek.

Force Missile
Combat (Arcane) DC10: 1d8 + 1 + 2d4 + 1d4 + 1 ⇒ (5) + 1 + (3, 4) + (1) + 1 = 15 DEFEATED!
Recharge - Arcane DC6: 1d8 + 1 + 1d4 + 1 ⇒ (1) + 1 + (3) + 1 = 6

Having dealt with the demon, his uncle retreats back inside Erasmus' mind for the moment and the medium looks to the stars for guidance as to the best path to take in this maze.
Discard Sign of the Pack to explore again

Demon Hunter's Handbook :

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.

Erasmus finds a book lying on the ground next to an old skeleton. While the book could be useful the thought that this poor adventurer never made it out of this labyrinth alive wasn't particularly reassuring. Balsamo pushes his way forward again, the old librarian eager to have a look at the book himself. "What have we here? Ahh, a fascinating tome indeed. Do you think you can decipher these scrawlings, Erasmus? I'll explain them to you, if I must!"
Knowledge DC9: 1d8 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13 Got it!

"Now, for the sake of the gods, get a weapon out or at least prepare a decent spell...you do know there are monsters in these mazes, don't you lad?" Erasmus takes his uncle's advice and pauses again to prepare for a fight.

End Turn. Reset Hand.

Erasmus wrote:

Hand: Demon Hunter's Handbook, Blessing of the Gods 3, Blessing of the Gods 2, Light Crossbow, Possession,

Displayed: Spirit Relatives (Balsamo),
Deck: 7 Discard: 4 Buried: 0
Notes: Use Blessings as needed for henchman, closes or emergencies as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +3
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Arcane: Charisma +1

Favored Card: Spell
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d34 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Mangragora
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 dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.

Monster 2

Spoiler:
Demonic Fly
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.

Monster 3

Spoiler:
Mad Knight
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 4

Spoiler:
Wrecker Demon
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 5

Spoiler:
Ghoul
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Ghoul Hide
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 2

Spoiler:
Wooden Shield
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 3

Spoiler:
Leather Armor
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 4

Spoiler:
Stalking Armor
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 5

Spoiler:
Helm
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 7 Amaryllis/Void_Eagle

Top of Blessing Discard Pile:

Blessing of Sarenrae:
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.

Blessings Remaining: 23

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 8 (Turn 8 Ukuja)
Spoiler:
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.

BLessings Deck Card 9 (Turn 9 Erasmus)

Spoiler:
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.

Blessings Deck Card 10 (Turn 10 Amaryllis)

Spoiler:
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.

Blessings Deck Card 11 (Turn 11 Ukuja)

Spoiler:
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.

Blessings Deck Card 12 (Turn 12 Erasmus)

Spoiler:
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.

Blessings Deck Card 13 (Turn 13 Amaryllis)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessings Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessings Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Yewstance

Guardpost Card 1 (Peryton):
Peryton
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.
Guardpost Card 2:
Eagle Knight Dress Uniform
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.
Guardpost Card 3:
Heavy Crossbow
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.
Guardpost Card 4:
Athlete
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.
Guardpost Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Maze Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Maze Card 3:
Magic Padded Armor
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.

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Caravan Guard
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.
Watchtower Card 2:
Spellcaster's Shield
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.
Watchtower Card 3:
Lance
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.
Watchtower Card 4:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.
Watchtower Card 5:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Watchtower Card 6:
Magic Half-Plate
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.
Watchtower Card 7:
Sickle
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.
Watchtower Card 8:
Riding Horse
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.
Watchtower Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Watchtower Card 10:
Giant Cockroach
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.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Forsaken Cloister Card 1:
Poison Spiked Pit Trap
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.
Forsaken Cloister Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Forsaken Cloister Card 3:
Wooden Shield
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.
Forsaken Cloister Card 4:
Weapon of Awe
Spell 1
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Forsaken Cloister Card 5:
Teamster
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 this card to explore your location.
Forsaken Cloister Card 6:
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.
Forsaken Cloister Card 7:
Trapsmith Gloves
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.

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

Wounded Lands Card 1 (Fortune-Teller):
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Wounded Lands Card 2:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Wounded Lands Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.
Wounded Lands Card 4:
Wooden Shield
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.
Wounded Lands Card 5:
Explosive Runes
Barrier B
Traits: Trap 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.
Wounded Lands Card 6:
Silver Raven Figurine
Item B
Traits: Object Magic Elite
To Acquire: Intelligence Arcane Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Wounded Lands Card 7:
Temptation of Arms
Barrier B
Traits: Temptation
To Defeat: None
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.
Wounded Lands Card 8:
Carrion Golem
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.
Wounded Lands Card 9:
Shortbow
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.
Wounded Lands Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
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.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Amaryllis starts her turn.
Blessing of Sarenrae discarded from the Blessings Deck.

[ooc]Amaryllis stays at the Forsaken Cloister, then takes her free exploration.

Poison Spiked Pit Trap:

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.

Using Blessing of Ascension on the check

Acrobatics 11: 2d8 + 2 ⇒ (8, 2) + 2 = 12 -> Trap avoided

While exploring the Cloister, Amaryllis almost stumbles into a trapped pit, just barely dodging out of the way with the help of the recently acquired blessing.

Free explore for defeating the Poison Spiked Pit Trap

Fiendish Minotaur:

Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Skipping the Intelligence/Knowledge check, since I haven no chance of success. This is not my first explore, so no initial damage. Using my Blessing of the Gods and Bestiary of Garund, as well as one of Erasmus's Blessing of the Gods, to increase my check.

Strength 14: 3d6 + 1d4 ⇒ (1, 6, 3) + (4) = 14 -> Success!

Roll away from the pit trap, Amaryllis comes face-to-face with a Minotaur! Using the knowledge she had gained from her bestiary, and a little luck of the gods, she was able to defeat the it. Just barely.

Attempting check to close:

Demonling:

Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.

Wisdom 7: 1d4 ⇒ 1 -> Failure, difficulty of check to defeat increased by 3.

Using one of my Blessing of the Spellbound and Ukuja's Blessing of the Elements to help.

Strength 11: 3d6 ⇒ (6, 1, 4) = 11 -> Success! Again, right on the nose.

Just beyond it, she sees a Demonling, and decides to press her luck. Taking a wild swing at the Demonling, she sends it back to the pit it came from.

Location closed
As the sounds of battle die down, an sense of calm falls over the Cloister.

Amaryllis ends her turn and resets her hand.

Amaryllis wrote:

Hand: Jinx Eater, Frostbite, Force Missile, Blessing of the Spellbound 1, Bracers of Protection, Burning Snot,

Displayed:
Deck: 4 Discard: 6 Buried: 0
Notes: The Blessing of the Spellbound is up for grabs, but since I'm low on cards I'd like to keep it for an Arcane or Divine check. But use it if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
After ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


Nice job!

During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Mangragora
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 dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.

Monster 2

Spoiler:
Demonic Fly
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.

Monster 3

Spoiler:
Mad Knight
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 4

Spoiler:
Wrecker Demon
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 5

Spoiler:
Ghoul
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Ghoul Hide
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 2

Spoiler:
Wooden Shield
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 3

Spoiler:
Leather Armor
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 4

Spoiler:
Stalking Armor
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 5

Spoiler:
Helm
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 8 Ukuja/Yewstance

Top of Blessing Discard Pile:

Blessing of Abadar:
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.

Blessings Remaining: 22

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 9 (Turn 9 Erasmus)
Spoiler:
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.

Blessings Deck Card 10 (Turn 10 Amaryllis)

Spoiler:
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.

Blessings Deck Card 11 (Turn 11 Ukuja)

Spoiler:
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.

Blessings Deck Card 12 (Turn 12 Erasmus)

Spoiler:
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.

Blessings Deck Card 13 (Turn 13 Amaryllis)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessings Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessings Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Yewstance

Guardpost Card 1 (Peryton):
Peryton
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.
Guardpost Card 2:
Eagle Knight Dress Uniform
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.
Guardpost Card 3:
Heavy Crossbow
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.
Guardpost Card 4:
Athlete
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.
Guardpost Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Maze Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Maze Card 3:
Magic Padded Armor
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.

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Caravan Guard
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.
Watchtower Card 2:
Spellcaster's Shield
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.
Watchtower Card 3:
Lance
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.
Watchtower Card 4:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.
Watchtower Card 5:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Watchtower Card 6:
Magic Half-Plate
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.
Watchtower Card 7:
Sickle
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.
Watchtower Card 8:
Riding Horse
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.
Watchtower Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Watchtower Card 10:
Giant Cockroach
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.

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle

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

Wounded Lands Card 1 (Fortune-Teller):
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Wounded Lands Card 2:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Wounded Lands Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.
Wounded Lands Card 4:
Wooden Shield
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.
Wounded Lands Card 5:
Explosive Runes
Barrier B
Traits: Trap 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.
Wounded Lands Card 6:
Silver Raven Figurine
Item B
Traits: Object Magic Elite
To Acquire: Intelligence Arcane Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Wounded Lands Card 7:
Temptation of Arms
Barrier B
Traits: Temptation
To Defeat: None
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.
Wounded Lands Card 8:
Carrion Golem
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.
Wounded Lands Card 9:
Shortbow
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.
Wounded Lands Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
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.


Deck Handler // Searching For: TBD

Off turn: Ukuja discards Blessing of the Elements to assist Amaryllis.

Ukuja starts his turn.
Ukuja summons and encounters a Corrupted Soldier from the Guardpost's effect... and evades the encounter with Giant Chameleon's power.
Ukuja passes on Leryn's power, since the top card of his location is already known.

Ukuja moves to the Watchtower, then takes his free exploration.

Watchtower Card 1: Caravan Guard

Caravan Guard:
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.

Ukuja uses the Watchtower's effect, summoning and encountering a random monster in order to acquire the ally.
Random Monster 1: Mangragora

Mangragora:
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 dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Ukuja reveals Light Crossbow for combat, and place Giant Chameleon on top of his deck for an additional 1d6.
Combat 11 (Ranged): 1d10 + 2 + 1d8 + 1d6 ⇒ (3) + 2 + (1) + (5) = 11 -> Close. Mangragora is defeated and Caravan Guard acquired.

Ukuja discards Dog to explore again.

Watchtower Card 2: Spellcaster's Shield

Spellcaster's Shield:
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.

Divine 6: 1d10 + 1 ⇒ (5) + 1 = 6 -> Spellcaster's Shield acquired.

Ukuja ends his turn, recharging Spellcaster's Shield during hand reset with its ability. It's very late for me; no flavor text this time, sorry.

Ukuja wrote:

Hand: Giant Chameleon, Caravan Guard, Light Crossbow, Javelin, Crow, Blessing of the Ancients,

Displayed: Leryn,
Deck: 7 Discard: 8 Buried: 1
Notes: Well I'm digging closer to my Cure spell; not that I'm really hurting for one. Ukuja is pretty resilient between his topdeckable Cohorts and his evasion options.

Feel free to use Blessing of the Ancients at any time; especially since it's so easy to recharge.

If anyone is considering moving to the Watchtower, they may feel free at any time to place Leryn on top of my deck to examine the top 2 cards in order to help you make your decision!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.

Ukuja displays Giant Chameleon at the start of Erasmus' turn.


During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Demonic Fly
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.

Monster 2

Spoiler:
Mad Knight
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 3

Spoiler:
Wrecker Demon
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 4

Spoiler:
Ghoul
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 5

Spoiler:
Blasphemous Priest
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.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Ghoul Hide
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 2

Spoiler:
Wooden Shield
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 3

Spoiler:
Leather Armor
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 4

Spoiler:
Stalking Armor
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 5

Spoiler:
Helm
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 9 Erasmus/Greenclaw

Top of Blessing Discard Pile:

Blessing of Ascension:
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.

Blessings Remaining: 21

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 10 (Turn 10 Amaryllis)
Spoiler:
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.

Blessings Deck Card 11 (Turn 11 Ukuja)

Spoiler:
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.

Blessings Deck Card 12 (Turn 12 Erasmus)

Spoiler:
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.

Blessings Deck Card 13 (Turn 13 Amaryllis)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessings Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessings Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Guardpost Card 1 (Peryton):
Peryton
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.
Guardpost Card 2:
Eagle Knight Dress Uniform
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.
Guardpost Card 3:
Heavy Crossbow
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.
Guardpost Card 4:
Athlete
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.
Guardpost Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Maze Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Maze Card 3:
Magic Padded Armor
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.

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

Watchtower Card 1:
Lance
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.
Watchtower Card 2:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.
Watchtower Card 3:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Watchtower Card 4:
Magic Half-Plate
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.
Watchtower Card 5:
Sickle
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.
Watchtower Card 6:
Riding Horse
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.
Watchtower Card 7:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Watchtower Card 8:
Giant Cockroach
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.

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle

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

Wounded Lands Card 1 (Fortune-Teller):
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Wounded Lands Card 2:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Wounded Lands Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
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.
Wounded Lands Card 4:
Wooden Shield
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.
Wounded Lands Card 5:
Explosive Runes
Barrier B
Traits: Trap 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.
Wounded Lands Card 6:
Silver Raven Figurine
Item B
Traits: Object Magic Elite
To Acquire: Intelligence Arcane Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.
Wounded Lands Card 7:
Temptation of Arms
Barrier B
Traits: Temptation
To Defeat: None
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.
Wounded Lands Card 8:
Carrion Golem
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.
Wounded Lands Card 9:
Shortbow
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.
Wounded Lands Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
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.


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

His uncle going quiet for now, Erasmus turns another bend in the maze, thinking he must be getting to the centre pretty soon...

Explore Maze

Temptation of Attraction:

Barrier B
Traits: Temptation
To Defeat: None
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. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

The medium hears voices, ones he hasn't heard before...but no, after a second he is sure they are not in his head, and aren't even spirits from the other side. It sounds like there may be some people trapped here in the maze!?
Don't have any other allies in my hand or discard pile so either way any ally I take will end up being banished. No point looking, really. Just auto defeat the barrier!

No, they are in his head after all. Probably just his two sisters arguing again. Oh what he'd give for one day of peace and quiet!

The thought of others here in the maze gives Erasmus an idea. He casts his mind out into the maze to see if there is actually another soul he could temporarily possess and hopefully find his way through the maze.
Cast Possession to examine top card of location deck. Encounter if ally or monster.
Recharge? Arcane DC8: 1d8 + 1 + 1d4 + 1 ⇒ (1) + 1 + (1) + 1 = 4

Fiendish Minotaur:

Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Erasmus recoils as his mind ends up possessing a savage beast...the minotaur of the maze! Composing himself for a second, he stares out of the creature's eyes, turns a corner...and is staring straight at himself!!! "Boy, get out of that thing! I'm going to have to kill it. Better you get out of there first!"

Erasmus, as usual, can't argue with his uncle's knowledgeable advice.
BYA Check Knowledge DC7: 1d8 + 1d4 + 1 ⇒ (1) + (4) + 1 = 6

He's too slow to react, however, and the minotaur is almost upon him by the time he returns to his body and raises his crossbow to fire!
Light Crossbow. Recharge Demon Hunter's Handbook. Discard BotG.
Combat (Dexterity) DC14: 2d8 + 1d8 + 1d4 ⇒ (2, 1) + (5) + (2) = 10 ARGH!
Bury Light Crossbow to add 1d4 ⇒ 4 to the check. PHEW!

The bolt flies into the Minotaur's chest but it only slows it not stops in completely! As the creature lunges towards him, Erasmus desperately swings the crossbow at the beast's head, smashing his weapon but thankfully knocking the monster down in the process!

Erasmus doesn't have time to enjoy his victory, however. From somewhere nearby he hears an anguished roar. Oh no, it seems this beast had a mate!! It doesn't sound happy! Time to hide and regroup before dealing with this thing's significant other!

Empty Hand. Auto Fail the close check. End Turn. Reset Hand.

Erasmus wrote:

Hand: Mind Thrust, Hand Crossbow, Stalking Armor, Harrowed Society Student, Compass,

Displayed: Spirit Relatives (Balsamo),
Deck: 4 Discard: 6 Buried: 1
Notes: Use Blessings as needed for henchman, closes or emergencies as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +3
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Arcane: Charisma +1

Favored Card: Spell
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.

Amaryllis moves to the Wounded Lands, then takes her free exploration.

Leaving the Cloister, Amaryllis heads over to the Wounded Lands.

Fortune-Teller:

Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

I don't have a great chance at this, but since no one seems overly concerned about an Ally 1 and I want to save my blessing for healing, I'm going for it anyway.

Hearing a voice ahead, Amaryllis approaches. This must be the fortune-teller Ukuja told her about. Amaryllis tries to convince her to join their mission.

Charisma: 1d12 ⇒ 8 -> Failed

Unfortunately, the fortune-teller doesn't seem interested and hurries off.

Burying Blessing of the Spellbound 1 for healing from the Herald of Iomedae.

Healing: 1d4 + 1 ⇒ (3) + 1 = 4 -> Healing 4 cards

Calling to the Herald of Iomedae, Amaryllis offers up a blessing and the Herald of Iomedae heals some of her wounds.

Amaryllis ends her turn and resets her hand

Amaryllis wrote:

Hand: Jinx Eater, Frostbite, Force Missile, Lightning Touch, Bracers of Protection, Burning Snot,

Displayed:
Deck: 7 Discard: 2 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
After ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


Deck Handler // Searching For: TBD

I would have recommended Erasmus use my Blessing of Ancients over his Blessing of the Gods for his turn, given that my BoA would have recharged for the same benefit at the time.

Ukuja starts his turn.
Blessing of Pulura discarded from the Blessings Deck.
Ukuja examines the top card of the Watchtower with Leryn's power.

Watchtower Card 1: Lance

Lance:
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.

Ukuja continues his stealthy patrol of the Guardpost and adjacent Watchtower, smelling more corruption in the air. The cult has infested these outskirts, and he must be cautious of who he lets see him.

Well I may as well move back to the location I'm adept at closing now there's no Ally in the way. Ukuja moves back to the Wounded Lands, then takes his free exploration.

Wounded Lands Card 2: Faxon (Villain)

Faxon:
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Pausing the game.

Erasmus, do you wish to temporarily close the Maze? Alternatively, would the party prefer me to evade the villain? Combat won't be difficult, so I'm happy to take the free location close now.
Personally I don't think temporarily closing the maze is a concern. If a blessing is shuffled there, that's still only a 2 card location deck (one of which is a blessing to let you explore again anyway). If the villain is shuffled there, then fighting and defeating him to auto-close the location is about as easy as actually fighting the normal henchmen as part of closing.

Ukuja notices the traveling Fortune Tellers have moved on, and sees his sorcerer ally down there. All but one; cloaked in face-concealing garb. Ukuja grits his teeth, perceiving something very wrong about the stance of the remaining one, even from the watchtowers ramparts, and races out the gates to join Amaryllis in confronting the mysterious figure.

'Should've gone with my gut in the first place...'

Ukuja wrote:

Hand: Caravan Guard, Light Crossbow, Javelin, Crow, Blessing of the Ancients,

Displayed: Leryn, Giant Chameleon,
Deck: 7 Discard: 8 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

No, go ahead. Erasmus will pass on temp closing the Maze. Would rather not have to fight the Minotaur twice and as you say, worst case scenario if the villain ends up there, not much harder than the close check anyway.


Deck Handler // Searching For: TBD

Got it!

Unpausing game. Ukuja encounters the Villain, Faxon.
Ukuja banishes Javelin for combat, recharging Caravan Guard to Faxon's power to do so.

Combat 12: 1d10 + 2 + 4d6 ⇒ (9) + 2 + (2, 3, 4, 5) = 25 -> Faxon defeated. Faxon escapes.

The cloaked figure draws back its arms as soon as Amaryllis turns her head, and even from a distance Ukuja - his senses heightened by Leryn - spies the glint of metal and the shimmer of magic, and the telltale horns of a pitborn. Faxon!

With a cry of warning to the sorcerer, Ukuja draws his arm back, holding his javelin and pauses his sprint at just the right moment to hurl the Javelin forward with as much momentum as he can muster. The Herald must have guided his projectile, because it flies true for an enormous distance, hitting Faxon directly for a surely mortal blow - or it would, if the witch's magics didn't protect him.

Faxon seems to deflect the powerful shot with a spark of foul magic, before his very form seems to shimmer and dissipate as he flees under the cover of accursed illusions!

The Wounded Lands is closed automatically, and Ukuja buries Light Crossbow due to its "When Permanently Closed" effect.

Ukuja ends his turn and resets his hand.

Ukuja wrote:

Hand: Blessing of the Gods, Terbutje, Cure, Call Animal, Crow, Blessing of the Ancients,

Displayed: Leryn, Giant Chameleon,
Deck: 4 Discard: 8 Buried: 2
Notes: Feel free to use Call Animal (+1d8 to acquire an Animal), Blessing of the Gods or Blessing of the Ancients. Remember that the Blessing of the Ancients recharges if the top card of the Blessings Discard Pile is basic!

Ukuja intends to Cure himself, then Call Animal at the start of his next turn, unless someone else requests he save his Cure for them.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.


During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Demonic Fly
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.

Monster 2

Spoiler:
Mad Knight
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 3

Spoiler:
Wrecker Demon
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 4

Spoiler:
Ghoul
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 5

Spoiler:
Blasphemous Priest
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.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Ghoul Hide
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 2

Spoiler:
Wooden Shield
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 3

Spoiler:
Leather Armor
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 4

Spoiler:
Stalking Armor
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 5

Spoiler:
Helm
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 12 Erasmus/Greenclaw

Top of Blessing Discard Pile:

Blessing of Ascension:
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.

Blessings Remaining: 18

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 13 (Turn 13 Amaryllis)
Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 14 Ukuja)

Spoiler:
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.

Blessings Deck Card 15 (Turn 15 Erasmus)

Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 17 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 18 (Turn 18 Erasmus)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 20 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 21 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 22 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 23 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 24 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 25 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 26 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 27 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 28 (Turn 28 Amaryllis)

Spoiler:
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.

Blessings Deck Card 29 (Turn 29 Ukuja)

Spoiler:
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.

Blessings Deck Card 30 (Turn 30 Erasmus)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Guardpost Card 1:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Guardpost Card 2:
Peryton
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.
Guardpost Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Guardpost Card 4:
Athlete
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.
Guardpost Card 5:
Heavy Crossbow
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.
Guardpost Card 6:
Eagle Knight Dress Uniform
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.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Maze Card 1:
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.
Maze Card 2:
Magic Padded Armor
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.

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Watchtower Card 1:
Giant Cockroach
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.
Watchtower Card 2:
Magic Half-Plate
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.
Watchtower Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Watchtower Card 4:
Lance
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.
Watchtower Card 5:
Riding Horse
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.
Watchtower Card 6:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.
Watchtower Card 7:
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.
Watchtower Card 8:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Watchtower Card 9:
Sickle
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.

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Wounded Lands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

Erasmus decides to strengthen himself by drawing on the latent psychic energy in his items and then pushes forward to take on the defeated minotaur's mate.

Recharge Compass to gain +1 to all checks for this turn.

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.

Charisma DC7: 1d8 + 1 ⇒ (2) + 1 = 3 Nope!

He notices a scratched symbol of the stars on the wall and for a moment it gives him hope that the gods may be smiling on him this day, but looking closer, the symbol has been vandalised with a demonic marking that casts a shadow on his mood instead. He calls one of his students inside to check one passage while he goes down the other.

Discard Harrowed Society Student to explore again.

Magic Padded Armor:

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.

The student finds some discarded armor which may be worth trying on given what waits in store?
Constitution DC4: 1d6 + 1 ⇒ (2) + 1 = 3 Nuh!

"No, this is for a dwarf...a female one at that. Couldn't you see that this wouldn't fit me?" Erasmus snaps at his student, instantly regretting the testy reaction brought on by the stress of the moment. "Listen, I'm sorry. Just wait here and guard the exit. I'll be back...well either way, this won't take long! If I'm not back soon...well, just run for your life!"

Attempt to close

The sounds of hooves becomes ever louder and the big form of the widowed minotaur bursts into view. "Listen, I'm sorry but it was him or me. Trust me when I say this but you'll see him on the other side. Here, let me help you!"

Hoping his Uncle can guide him somehow, Erasmus sends a burst of psychic energy from his mind towards the bestial one of the horned beast bearing down on him.
BYA Knowledge Check DC7: 1d8 + 1d4 + 1 + 1 ⇒ (3) + (1) + 1 + 1 = 6
Mind Thrust. Reveal Stalking Armor to add 2 to the check. Accept Blessing of the Ancients (recharged) from Ukuja
Combat (Perception) DC14: 2d6 + 3 + 1d6 + 1 + 2 + 1 ⇒ (3, 3) + 3 + (6) + 1 + 2 + 1 = 19 CLOSED!
Recharge Mind Thrust (Perception) DC7: 1d6 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

Relieved to see the 2nd minotaur dealt with, Erasmus wishes their spirits the best in the afterlife, wondering if he'll hear from them again in a future seance. Exiting the maze, he wonders where he'll come out...

Random Location: 1d4 ⇒ 1 Guardpost

Feeling a bit worse for wear, Erasmus then calls on the Herald to send him some healing!

Discard top card from blessing deck
Heal: 1d4 + 1 ⇒ (4) + 1 = 5 Nice! BotG2, BotG3, Sign of the Pack 2, Possession, Harrowed Society Student
End Turn. Reset Hand.

Erasmus wrote:

Hand: Compass, Hand Crossbow, Stalking Armor, Harrowed Society Student, Magnifying Glass,

Displayed: Spirit Relatives (Balsamo),
Deck: 8 Discard: 2 Buried: 1
Notes: Use Blessings as needed for henchman, closes or emergencies.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +3
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Arcane: Charisma +1

Favored Card: Spell
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Demonic Fly
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.

Monster 2

Spoiler:
Mad Knight
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 3

Spoiler:
Wrecker Demon
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 4

Spoiler:
Ghoul
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 5

Spoiler:
Blasphemous Priest
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.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Ghoul Hide
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 2

Spoiler:
Wooden Shield
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 3

Spoiler:
Leather Armor
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 4

Spoiler:
Stalking Armor
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 5

Spoiler:
Helm
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 13 Amaryllis/Void_Eagle

Top of Blessing Discard Pile:

Blessing of Ascension:
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.

Blessings Remaining: 16

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 15 (Turn 14 Ukuja)
Spoiler:
Blessing of Terendelev
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again

Blessings Deck Card 16 (Turn 15 Erasmus)

Spoiler:
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.

Blessings Deck Card 17 (Turn 16 Amaryllis)

Spoiler:
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.

Blessings Deck Card 18 (Turn 17 Ukuja)

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 18 Erasmus)

Spoiler:
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.

Blessings Deck Card 20 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 21 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 22 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 23 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 24 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 25 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 26 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 27 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 28 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 29 (Turn 28 Amaryllis)

Spoiler:
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.

Blessings Deck Card 30 (Turn 29 Ukuja)

Spoiler:
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.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Erasmus/Greenclaw

Guardpost Card 1:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Guardpost Card 2:
Peryton
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.
Guardpost Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Guardpost Card 4:
Athlete
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.
Guardpost Card 5:
Heavy Crossbow
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.
Guardpost Card 6:
Eagle Knight Dress Uniform
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.

Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Watchtower Card 1:
Giant Cockroach
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.
Watchtower Card 2:
Magic Half-Plate
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.
Watchtower Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Watchtower Card 4:
Lance
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.
Watchtower Card 5:
Riding Horse
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.
Watchtower Card 6:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.
Watchtower Card 7:
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.
Watchtower Card 8:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Watchtower Card 9:
Sickle
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.

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Wounded Lands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.

Amaryllis moves to the Guardpost , then takes her free exploration.

Startled by the sudden attack from Faxon, Amaryllis decides it might be a little safer at the Guardpost. Coming around the corner, she almost runs into the witch, again.

Faxon:

Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Since no one else is at another open location, no need to check for temporary closes.

Ukuja, I'd like to use your Blessing of the Gods for this combat check, but you'll need to recharge something first. Also, you'll need to recharge the Cure, sorry.


Deck Handler // Searching For: TBD

Consider it done. Sorry, I should've mentioned in my notes that my blessing was also free to use against the villain despite the added cost. In the future, especially against henchmen or villains, please take Ukuja's cards without waiting on a request.

Off turn: Ukuja recharges Blessing of the Ancients (Erasmus), recharges Cure (Faxon) and recharges Crow (Faxon) to discard Blessing of the Gods (Amaryllis).

Ukuja wrote:

Hand: Terbutje, Call Animal,

Displayed: Leryn, Giant Chameleon,
Deck: 8 Discard: 9 Buried: 2
Notes: Feel free to use Call Animal (+1d8 to acquire an Animal).
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

All good, just wanted to make sure since it did have an added cost.

Recharge Frostbite to allow me to play cards, then play Lightning Touch for the combat and accepts the Blessing of the Gods from Ukuja

Arcane (Combat) 12: 2d12 + 2 + 2d4 ⇒ (12, 9) + 2 + (1, 4) = 28 -> Success! Faxon escapes.

Startled by the sudden reappearance of Faxon, Amaryllis drops her scroll of Frostbite. Quickly recovering, she throws a Lightning Touch at the witch. It seems Faxon was just as surprised by Amaryllis's sudden appearance, as she disappears before the spell has a chance to take affect. But it seems all the commotion has frightened everything else in the surrounding area.

Arcane (Recharge) 6: 1d12 + 2 ⇒ (6) + 2 = 8 -> Recharged

The Guardpost closes automatically, and Amaryllis draws the Ghoul Hide armor for the When Permanently Closed effect.

Amaryllis ends her turn, discards the armor, and resets her hand.

Amaryllis wrote:

Hand: Jinx Eater, Blessing of the Spellbound 2, Force Missile, Turtle, Bracers of Protection, Burning Snot,

Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: Blessing of the Spellbound is up for grabs if anyone needs it.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
After ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


Deck Handler // Searching For: TBD

Ukuja starts his turn.
Blessing of Terendelev discarded from the blessings deck.
Ukuja moves the Watchtower.

Ukuja takes his free exploration. Faxon's been shuffled into the location deck, so rolling a die. A roll of 10 == Faxon.
Watchtower Card #: 1d10 ⇒ 5

Watchtower Card 5: Riding Horse

Riding Horse:
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.

Survival 7: 1d10 + 3 ⇒ (9) + 3 = 12 -> Riding Horse acquired.

Amaryllis returns to the city as Ukuja looks around the Wounded Lands more for signs as to what the Witch was doing out here, or where he may have come from or been headed to. Could he have been intentionally accelerating the corruption of the land? The thought sends a cold sensation throughout him, sharpening his senses and focus. A focus drawn from the purest hate at the very suggestion of such a vile motive.

Ukuja frowns, seeing the sparks of magic in the distance. Did Amaryllis find the witch again? Ukuja whistles, calling a horse from the cities' stables to break from its pen and ride out onto the wounded lands to meet him. He draws himself onto its back with a practiced motion, without need of a saddle; racing back to Kenabres' walls with its aid.

Ukuja places Leryn on top of his deck to examine the top 2 cards of his location deck.

Watchtower Card # (Reroll on 5): 1d10 ⇒ 10
Watchtower Card # (Reroll on 5, 10): 1d10 ⇒ 5
Watchtower Card # (Reroll on 5, 10): 1d10 ⇒ 10
Watchtower Card # (Reroll on 5, 10): 1d10 ⇒ 7

Watchtower Card 10: Faxon -> (Now card 1)
Watchtower Card 7: Blessing of Ascension -> (Now card 2)

Ukuja sees sight of the fleeing Faxon, Amaryllis' spells too much for the witch in a fair fight. Ukuja races to cut him off!

Ukuja sets aside Call Animal to search Leryn from his deck. Deck shuffled; recharged pile cleared.
Divine 6 (Recharge): 1d10 + 1 ⇒ (2) + 1 = 3 -> Call Animal discarded.
Ukuja Displays Leryn.

Faxon isn't exactly tough, so we can finish this game. Or Ukuja can evade the villain, keep scouting with Leryn, and dig out the remaining boons.
We've already got an Armor 1 and the team expressed no interest in an Ally 1 earlier, so there's no point in doing so unless one of you wants a Weapon 1.

If you want to dig for a weapon, then Ukuja will explore and evade, as per the spoiled text below.

If you want to evade the villain:
Ukuja discards Riding Horse to encounter Faxon, then uses Giant Chameleon to evade the encounter, then topdecks Leryn to examine the top 2 cards of the location deck again.

Otherwise, I'll leave someone else to finish Faxon off. Ukuja ends his turn and uses the Herald of Iomedae's power to heal himself 1d4+1 cards.
Herald of Iomedae: 1d4 + 1 ⇒ (2) + 1 = 3 -> Ukuja randomly shuffles Mace, Blessing of the Gods and Scale Mail from his discard pile into his deck.
The top card of the blessings deck is discarded. Ukuja resets his hand.

I'll re-do the heal and hand reset if the spoiled text above is requested by the team, because that would impact my draws and potentially healed cards.

Ukuja wrote:

Hand: Riding Horse, Terbutje, Desna's Star, Spellcaster's Shield, Cure, Blessing of the Ancients,

Displayed: Leryn, Giant Chameleon,
Deck: 6 Discard: 7 Buried: 2
Notes: Use whatever you want from Ukuja, of course. Scenario is over unless someone wants to dig for a Weapon upgrade beyond B.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored 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.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

Display this card. While displayed you gain the skill Perception: Wisdom +2.

While displayed, at the start of your turn, you may examine the top card of your location deck.

While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Giant Chameleon:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.

While displayed, you may evade monsters you encounter.

While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

I'm not particularly interested in anything remaining at the Watchtower, so I'd say leave him on top and let's finish it. But I'm not strongly motivated either way, so if Erasmus really wants to continue digging through the location, we can.


Deck Handler // Searching For: TBD

Largely agreed.
As far as I know, Erasmus has not listed preferred card upgrades, so I can't assume he doesn't want to hold out for a possible Weapon upgrade. I knew there was nothing left that Amaryllis or Ukuja wanted.


During This Adventure Path: After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.

During This Adventure: The servitor demon is the henchman Demonling.

During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
During the first exploration of each turn, damage dealt is decreased by 1.

Reference Cards:

Herald of Iomedae (Displayed)
Spoiler:
Herald of Iomedae
Cohort 1
Traits: Outsider
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 8
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.
Serving as a familiar is humiliating. If a demonling outlives his maste, he'll seek outers to humiliate.

Faxon (Villain)

Spoiler:
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Fiendish Minotaur (Henchman)

Spoiler:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Soldier (Location Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ulkreth (Arboreal Blight Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Random Monsters:

Monster 1
Spoiler:
Demonic Fly
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.

Monster 2

Spoiler:
Mad Knight
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 3

Spoiler:
Wrecker Demon
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 4

Spoiler:
Ghoul
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 5

Spoiler:
Blasphemous Priest
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.

Random Barriers:

Barrier 1
Spoiler:
Corrupted Crusaders
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 2

Spoiler:
Baleful Shadows
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 3

Spoiler:
Demonic Horde
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 4

Spoiler:
Spiked Pit Trap
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 5

Spoiler:
Sin Seeker
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.

Random Weapons:

Weapon 1
Spoiler:
Cold Iron Longsword
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.

Weapon 2

Spoiler:
Swordbreaker
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 3

Spoiler:
Scythe
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 4

Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 5

Spoiler:
Lance +1
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.

Random Spells:

Spell 1
Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Create Pit
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 3

Spoiler:
Cure
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 4

Spoiler:
Viper Strike
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 5

Spoiler:
Fiery Glare
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.

Random Armor:

Armor 1
Spoiler:
Wooden Shield
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 2

Spoiler:
Leather Armor
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 3

Spoiler:
Stalking Armor
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 4

Spoiler:
Helm
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.

Random Items:

Item 1
Spoiler:
Wand of Cancellation
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 2

Spoiler:
Blood Periapt
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 3

Spoiler:
Demon Hunter's Handbook
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 4

Spoiler:
Potion of Restoration
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 5

Spoiler:
Horn of Battle Clarity
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.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Vulture
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
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 4

Spoiler:
Bat
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 5

Spoiler:
Demon Hunter
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 15 Erasmus/Greenclaw

Top of Blessing Discard Pile:

Blessing of Ascension:
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.

Blessings Remaining: 13

Blessings Deck
Displayed Cards: Herald of Iomedae

Blessings Deck Cards/Turn Order:

Blessings Deck Card 18 (Turn 16 Amaryllis)
Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 17 Ukuja)

Spoiler:
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.

Blessings Deck Card 20 (Turn 18 Erasmus)

Spoiler:
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.

Blessings Deck Card 21 (Turn 19 Amaryllis)

Spoiler:
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.

Blessings Deck Card 22 (Turn 20 Ukuja)

Spoiler:
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.

Blessings Deck Card 23 (Turn 21 Erasmus)

Spoiler:
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.

Blessings Deck Card 24 (Turn 22 Amaryllis)

Spoiler:
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.

Blessings Deck Card 25 (Turn 23 Ukuja)

Spoiler:
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.

Blessings Deck Card 26 (Turn 24 Erasmus)

Spoiler:
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.

Blessings Deck Card 27 (Turn 25 Amaryllis)

Spoiler:
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.

Blessings Deck Card 28 (Turn 26 Ukuja)

Spoiler:
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.

Blessings Deck Card 29 (Turn 27 Erasmus)

Spoiler:
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.

Blessings Deck Card 30 (Turn 28 Amaryllis)

Spoiler:
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.

Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Erasmus/Greenclaw

Maze
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Ukuja/Yewstance

Watchtower Card 1 (Faxon - VILLAIN):
Faxon
Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon
Watchtower Card 2 (Blessing of Ascension):
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.
Watchtower Card 3:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
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.
Watchtower Card 4:
Magic Half-Plate
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.
Watchtower Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Watchtower Card 6:
Giant Cockroach
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.
Watchtower Card 7:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Watchtower Card 8:
Sickle
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.
Watchtower Card 9:
Lance
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.

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Wounded Lands
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


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2

No, I'm happy to go for the close and the win now. I'll put some preferred cards up for next time, if it helps. I haven't really thought about upgrades yet but will in between games.

Erasmus hears the rallying cry that the witch, Faxon, is at the Watchtower. Rushing to help defeat him, the medium draws on some more psychic energy from his items and readies his bow.

Recharge both items for +2 to checks for the turn.

As he comes face to face with the tiefling witch, the voices in his head are all quiet for once. "Great, so I'm all on my own with this guy am I?" But he's not alone. His new companions are there to help defeat the villain, spurring him on.

Faxon:

Villain 1
Type: Monster
Traits: Pitborn Demon Witch
To Defeat: Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Recharge Harrowed Society Student to act. Reveal Hand Crossbow. Accept a blessing from both Amarylis and Ukuja.
Combat (Dexterity) DC12: 3d8 + 1d6 + 2 ⇒ (5, 2, 5) + (6) + 2 = 20

End Turn. Game Over!


Congrats! Erasmus draws Cold Iron Longsword due to closing Watchtower.

Development:
From beneath the guardposts, you rousted the pitborn witch, and you’ve hauled him before the Herald of Iomedae. This audience isn’t one that someone with demonic heritage would view as a privilege. After a brief interrogation, Faxon’s will collapses, and he divulges his secrets.

“We are limitless in number!” he boasts hollowly. “Our witches can transform the weakest of your rabble into demonlings! You cannot defeat us!”

“Oh, but we can,” the Herald replies, “and you’re going to help us do it.”

Acquired:

  • Weapon 1 - Cold Iron Longsword
  • Weapon B - Mace
  • Armor 1 - Ghoul Hide
  • Armor 1 - Spellcaster's Shield
  • Armor P - Sweet Dragon Costume
  • Armor B - Scale Mail
  • Item B - Demon Hunter's Handbook
  • Ally B - Apprentice
  • Ally B - Caravan Guard
  • Ally B - Riding Horse
  • Blessing B - Blessing of Ascension

Reward: Each player chooses weapon, spell, or item, then draws a card of that type from the box.

What this means is that you choose one of those categories, then draw a random card of that type from your class deck box (including your Ultimate Add-On Deck, if you mixed that in). The pool you're drawing from should include only Adventure Deck B and 1 cards. This reward is in addition to your normal deck upgrade; you can choose to keep that exact card you drew (swapping it for something else), or you can pass on it. Keep in mind (unless your characters have previously played before) that since this is your first scenario in Tier 1, you additionally gain a Skill Feat.

I'll get the next scenario set up and posted in a couple of hours. We'll keep the same turn order.

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