[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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All of those blessings should have only added d4. This reminder text was already on the card, so I’m at a loss for what I can do to make it more obvious. My only suggestion is that you start copying that text as well when reproducing spoilers in your posts.


Deck Handler // Searching For: TBD

Blargh. That's 100% my fault. Slightly caused by making a post shortly before bed, partially from just throwing everything at the check and not worrying about minutiae or being overly prescriptive, but mostly just outright my fault.
I even made a second mistake and forgot to calculate the Banner of Valor for the combat check when throwing everything together.

I'll redo the checks, but the first is an auto-pass and the second is in excess of 99.99% odds.

BYA Wisdom 10 check, repeat: 1d10 + 2d4 + 3 + 2 + 1d4 + 1d8 ⇒ (3) + (2, 2) + 3 + 2 + (2) + (4) = 18

Combat 22, repeat: 1d20 + 2d4 + 6 + 3 + 1d20 + 1 + 1d20 + 1d4 + 1d8 ⇒ (4) + (4, 4) + 6 + 3 + (1) + 1 + (19) + (3) + (4) = 49


Development

Only a few days ago, you were filled with the confidence that the Fourth Crusade would triumph over the hordes of the Worldwound. The Herald of Iomedae inspired your belief that Sarkoris would soon rise again. Imagining precisely how that will occur is difficult. As you explain to Queen Galfrey what transpired, she is distressed beyond words, but within moments, she rallies like the queen she is.

“The Lexicon,” she says. “We know it is still out there.” The queen turns to you and says, “We may be brought low, but we still have allies. Others have joined your quest: the paladin Oparal and Venture-Captain Varian Jeggare. You must find the Lexicon of Paradox. Bring back the hope to our people.”

Reward

You may redeem 1 loot card that a reward has allowed you to temporarily add to your deck and that is listed on the Redemption card. (Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.)

Each character gains a medal on the troop Knights of Kenabres. (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

Adventure Reward

Each character gains skill feats corresponding to all medals gained on the troop Knights of Kenabres (as noted on your Chronicle sheet).

Acquired Cards

Life Drain (Spell 1)

Ghoul Hide (Armor 1)

Potion of Striding (Item B)
Nectar of the Gods (Item B)

Caravan Guard (Ally B)

Blessing of Ascension (Blessing B)
Blessing of Shax (Blessing B)
Blessing of Shelyn (Blessing B)


Note: Adventure 3 occurs alongside events revealed in the novel Pathfinder Tales: King of Chaos by Dave Gross. To maximize your enjoyment of this card game adventure, consider reading the novel first. (You can purchase it at paizo.com/products/btpy90py.)

Lexicon of Paradox

Queen Galfrey has summoned you to Nerosyan, the capital of Mendev. Pennants of the crusade and banners of Iomedae the Inheritor are flying above every spire in a city full of crusaders and those who support their war against the Worldwound demons.

The queen appears as a regal Taldan woman in her late twenties, but you have heard rumors that thanks to the rejuvenating effects of the fabled Sun Orchid Elixir, she is almost a century old. The queen commands that you join forces with Captain Oparal, a tall elven paladin of Iomedae.

“We have also sent word to a former ally of Captain Oparal’s,” the queen says. “Count Varian Jeggare is a Chelaxian, but our agents inform us that his sympathies lie more with Iomedae than with his nation’s god, Asmodeus, the Prince of Lies.”

Captain Oparal nods. “Count Jeggare is one of the few Chelaxians I would trust to aid the Mendevian Crusade. He proved his skills as a Pathfinder in Kyonin, where we served Queen Telandia. He and his man Radovan would be valuable allies, if they would heed the queen’s summons.”

“We cannot wait for them, however,” says Queen Galfrey. “You must set off at once in search of the Lexicon of Paradox. It is a tome of ancient rituals, including—it is said—the foul incantations that first opened the Worldwound. It is our hope that our sorcerers can use its secrets to seal the Worldwound and stem the tide of demons f lowing into our world from the Abyss.”

“We may not be the only ones seeking the Lexicon,” says Oparal. “Several of the queen’s spies have vanished without a trace. Others have been found dead, drained of blood.”

“Demons may not be the only threat you face,” says the queen. “Beware of vampires.”


1-3A: Mistresses of Ruins

Taking shelter in Storasta’s ruins, you find brief respite in a chapel. An eagle-headed servant of Iomedae appears, wreathed in golden light. “Saint Lymirin!” gasps Captain Oparal. The paladin begins to kneel, but hesitates. “Why would the Inheritor shine her light in such a forsaken place?”

“For you, of course,” says the saint, “and for your worthy crusaders.” Her voice is liquid gold.

“But Iomedae tests us,” says Oparal. “She does not simply—”

From out of nowhere, a hellspawn hurtles through the air to attack Lymirin. His big knife strikes the saint’s eagle head, but the blow barely ruff les a feather. Saint Lymirin shrieks, not with a bird’s screech, but with the wail of a furious old woman.

Oparal shouts, “Radovan! What are you doing?”

“Your ‘saint’ is a hag, sweetheart!”

“How dare you!”

“I mean that ain’t your saint.”

“I see that, but… how dare you call me ‘sweetheart’!”

A slim half-elf appears out of thin air, wielding a sword of Tien design in one hand and a book no larger than his thumb in the other. “Radovan meant to say that all is not as it seems.”

“Count Jeggare?” Oparal shakes her head. “I should have known. Where one of you appears, the other must be near.”

“We may be pursuing the same goal, Captain,” says the count. “We have discovered a clue in the ossuary below. But first we must deal with this imposter.”

Oparal points her holy sword at the saint. “You will pay for this sacrilege, deceiver.”

“Do not trust this hellspawn and its master,” says the seeming saint. “Have faith.”

“I do,” says Oparal. “I have faith in my friends.”


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 Shadow Demon.

During This Scenario: Treat the villain Faxon as the villain Hag Coven. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
When you defeat a Grimslake, you may immediately attempt to close the location it came from.

Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant

Additional Rules:

Game Setup
If the scenario lists cohorts, each character may add 1 cohort from the list to her hand; put any remaining cohorts back in the box. If you have a mythic path card, put it next to your deck; you get a number of mythic charges equal to the scenario’s adventure deck number.

Mythic Paths
Mythic paths represent your epic lineage as a world savior. They are empowered by mythic charges. A mythic path enables permanent bonuses to certain checks and use of the mighty d20.
After you gain a mythic path card, you begin each scenario with a number of mythic charges equal to that scenario’s adventure deck number. Use the provided counters to track your mythic charges. If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge. You may expend charges for certain powers. When you reset your hand at the end of your turn, if you have more mythic charges than the scenario’s adventure deck number, expend charges down to that number.

Redemption Card
The redemption card lists all the weapons, items, and armors that have the Corrupted trait in the game. When a card allows you to redeem one of these cards, check it off on the redemption card; for the rest of the Wrath of the Righteous Adventure Path, that boon no longer has the Corrupted trait.
If your character deck includes a redemption card, when you are allowed to redeem a card, choose one of your cards that’s listed on that card and check it off. In any scenario that character plays, cards checked off on that redemption card no longer have the Corrupted trait.

Reference Cards:

Hag Coven (Villain)
Spoiler:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Grimslake (Henchman)

Spoiler:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.

Scale of Disguise (Loot)

Spoiler:
Scale of Disguise
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

Sacred Prism (Loot)

Spoiler:
Sacred Prism
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Banner of Valor (Loot)

Spoiler:
Banner of Valor
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Soulshear (Loot)

Spoiler:
Soulshear
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.

Scale of Sacred Weaponry (Loot)

Spoiler:
Scale of Sacred Weaponry
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.

Valais Durant (Cohort)

Spoiler:
Valais Durant
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.

Shadow Demon (Servitor Demon)

Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Wight (Summon)

Spoiler:
Wight
Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: 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 (Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: 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.

Corrupted Solider (Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: 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.

Cultist of Baphomet (Summon)

Spoiler:
Cultist of Baphomet
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Minotaur (Summon)

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.

Mythic Archmage (Mythic Path)

Spoiler:
Mythic Archmage
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Mythic Hierophant (Mythic Path)

Spoiler:
Mythic Hierophant
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Redemption Card

Spoiler:
Redemption
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
  • Amulet of the Abyss
  • Anarchy Hammer
  • Black Robe
  • Blackaxe
  • Book of the Damned
  • Corroded Helm
  • Fasciculus Labyrinthum
  • Ghoul Hide
  • Helm of the Serpent King
  • Horns of Naraga
  • Lexicon of Paradox
  • Monkey's Paw
  • Nahyndrian Elixer
  • Robe of the Rifts
  • Rod of the Viper
  • Skinstitcher's Manual
  • Soulshear
  • Stalker's Crossbow
  • Traitor's Blade
  • Unholy Aspergillum +3


Turn: 1 Erasmus/Greenclaw
Blessings Remaining: 30

Cemetery
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Paradise Hill
At This Location (Open): At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
At This Location (Closed): No effect.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Temple of Iomedae
At This Location (Open): You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: None

Forsaken Cloister
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Maze
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None


Deck Handler // Searching For: TBD

So there's virtually no scenario rules this time (just instructions about substitutions and adding closing text to a henchman). Nice and easy, if a little disappointing.

Ukuja does not take any Loot.

Ukuja chooses to start with the Hunter Class Deck Cohorts Leryn and Python, since I may want the Fortitude skill here.
Ukuja will take the scenario Cohort Captain Oparal.

Ukuja will start at the Temple of Iomedae.
Note: I'll change this if Erasmus wishes to take the Divine skill spirit relative, but I'm happy to sit here despite my poor Charisma. I'm adept at gathering the blessings and I can still achieve an excellent Charisma roll thanks to my Mythic Path.
He's also welcome to join me at the location - Captain Oparal is simply revealed to bolster Melee and Divine checks, which may help him.

Question to the GM: The Temple of Iomedae allows someone to add dice to "a" noncombat Charisma check. In the modern PACG, this would be clarified with a template to say "Any" noncombat Charisma check (like a blessing) or "Your" noncombat Charisma check. Based on the old templating of blessings, I assume I should interpret this to mean "Any", so I can support other players whilst sitting at the Temple?

Ukuja chooses Ally as his Favored Card Type, and draws his starting hand.
At the start of the first turn, Ukuja will display both of his Hunter Cohorts, as well as bury Charm Animal to draw a random Animal Ally from the box.

Ukuja wrote:

Hand: Call Animal, Hatchet, Blessing of the Ancients, Blessing of Milani, Bat, Charm Animal, Bloodscent, Python, Leryn, Captain Oparal,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Call Animal may be recharged to add 1d8 to a check to acquire an Animal, or you may have Ukuja use it to draw his Snow Leopard or Fox if you think you will need them later in the turn.

Both blessings are free to use. Blessing of the Ancients may recharge, and Blessing of Milani may add 2 dice. Either may be recharged to add 2 dice to a noncombat Charisma check thanks to the Temple of Iomedae's power, to my knowledge.
Mythic Charges: 3

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [X] 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 ([X] 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.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
Mythic Hierophant:
Mythic Path B

Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


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.

Python:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.

While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.


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

Erasmus will start at the Forsaken Cloister. Selecting Weapon for favoured card.

Erasmus wrote:

Hand: Spirit Relatives, Valais Durant, Sign of the Pack 2, Light Crossbow, Blessing of the Gods, Sign of the Lantern Bearer, Harrow Deck, Banner of Valor,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Use blessings or signs as needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

I'll start at Paradise Hill again, and swapping out the Bestiary for the Scale of Disguise

Amaryllis wrote:

Hand: Blessing of Pharasma 2, Blessing of Pharasma 1, Ghost Whip, Pyrotechnic Blast, Frost Ray, Incanter, Count Jeggare,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Either blessing is available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored card: Spell
Hand Size: 6 [ ] 7
Proficient with: [ ] Light Armor
POWERS
If you fail a check that has the Arcane trait ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

Mythic Archmage:
MYTHIC POWERS
Charges: 3
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


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 Shadow Demon.

During This Scenario: Treat the villain Faxon as the villain Hag Coven. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
When you defeat a Grimslake, you may immediately attempt to close the location it came from.

Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant

Additional Rules:

Game Setup
If the scenario lists cohorts, each character may add 1 cohort from the list to her hand; put any remaining cohorts back in the box. If you have a mythic path card, put it next to your deck; you get a number of mythic charges equal to the scenario’s adventure deck number.

Mythic Paths
Mythic paths represent your epic lineage as a world savior. They are empowered by mythic charges. A mythic path enables permanent bonuses to certain checks and use of the mighty d20.
After you gain a mythic path card, you begin each scenario with a number of mythic charges equal to that scenario’s adventure deck number. Use the provided counters to track your mythic charges. If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge. You may expend charges for certain powers. When you reset your hand at the end of your turn, if you have more mythic charges than the scenario’s adventure deck number, expend charges down to that number.

Redemption Card
The redemption card lists all the weapons, items, and armors that have the Corrupted trait in the game. When a card allows you to redeem one of these cards, check it off on the redemption card; for the rest of the Wrath of the Righteous Adventure Path, that boon no longer has the Corrupted trait.
If your character deck includes a redemption card, when you are allowed to redeem a card, choose one of your cards that’s listed on that card and check it off. In any scenario that character plays, cards checked off on that redemption card no longer have the Corrupted trait.

Reference Cards:

Hag Coven (Villain)
Spoiler:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Grimslake (Henchman)

Spoiler:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.

Scale of Disguise (Loot)

Spoiler:
Scale of Disguise
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

Sacred Prism (Loot)

Spoiler:
Sacred Prism
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Banner of Valor (Loot)

Spoiler:
Banner of Valor
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Soulshear (Loot)

Spoiler:
Soulshear
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.

Scale of Sacred Weaponry (Loot)

Spoiler:
Scale of Sacred Weaponry
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.

Valais Durant (Cohort)

Spoiler:
Valais Durant
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.

Shadow Demon (Servitor Demon)

Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Wight (Summon)

Spoiler:
Wight
Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: 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 (Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: 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.

Corrupted Solider (Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: 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.

Cultist of Baphomet (Summon)

Spoiler:
Cultist of Baphomet
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Minotaur (Summon)

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.

Mythic Archmage (Mythic Path)

Spoiler:
Mythic Archmage
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Mythic Hierophant (Mythic Path)

Spoiler:
Mythic Hierophant
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Redemption Card

Spoiler:
Redemption
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
  • Amulet of the Abyss
  • Anarchy Hammer
  • Black Robe
  • Blackaxe
  • Book of the Damned
  • Corroded Helm
  • Fasciculus Labyrinthum
  • Ghoul Hide
  • Helm of the Serpent King
  • Horns of Naraga
  • Lexicon of Paradox
  • Monkey's Paw
  • Nahyndrian Elixer
  • Robe of the Rifts
  • Rod of the Viper
  • Skinstitcher's Manual
  • Soulshear
  • Stalker's Crossbow
  • Traitor's Blade
  • Unholy Aspergillum +3


Acquired Cards:

Random Monsters:

Monster 1
Spoiler:
Pitborn Scoundrel
Monster B
Traits: Pitborn Demon Rogue Elite
To Defeat: Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Monster 2

Spoiler:
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.

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:
Giant Amoeba
Monster B
Traits: Ooze Aquatic Elite
To Defeat: Combat 10 OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you.

Monster 5

Spoiler:
Incubus
Monster 2
Traits: Outsider Demon
To Defeat: Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

Spoiler:
Sin Seeker
Barrier 1
Traits: Curse Veteran
To Defeat: None
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.

Barrier 3

Spoiler:
Telekinesis Trap
Barrier 2
Traits: Trap Arcane Magic
To Defeat: Arcane Divine 12 OR Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Barrier 4

Spoiler:
Compelling Offer
Barrier 3
Traits: Temptation
To Defeat: None
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Barrier 5

Spoiler:
Blood of Eustoyriax
Barrier 2
Traits: Temptation Demon Corrupted
To Defeat: None
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Random Weapons:

Weapon 1
Spoiler:
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.

Weapon 2

Spoiler:
Javelin
Weapon B
Traits: Spear Ranged Piercing Basic
To Acquire: Dexterity Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

Weapon 3

Spoiler:
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.

Weapon 4

Spoiler:
Heavy Pick
Weapon B
Traits: Pick Melee Piercing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Weapon 5

Spoiler:
Longspear
Weapon B
Traits: Spear Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Random Spells:

Spell 1
Spoiler:
Life Drain
Spell 1
Traits: Magic Arcane Divine Attack Healing Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Spell 2

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 3

Spoiler:
Burst Bonds
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Spell 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:
Enchanted Fang
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 5
When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
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.

Armor 2

Spoiler:
Imperial Army Greathelm
Armor 2
Traits: Heavy Armor Magic Veteran
To Acquire: Constitution Fortitude Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Padded Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4

Spoiler:
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.

Armor 5

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.

Random Items:

Item 1
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.

Item 2

Spoiler:
Fortune's Arrow
Item 3
Traits: Arrow Piercing Ranged Magic Mythic
To Acquire: Dexterity Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Item 3

Spoiler:
Wand of Sacred Weapon
Item 2
Traits: Wand Attack Divine Magic
To Acquire: Wisdom Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Item 4

Spoiler:
Nectar of the Gods
Item B
Traits: Liquid Mythic
To Acquire: Wisdom Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Item 5

Spoiler:
Sage's Journal
Item B
Traits: Book Basic
To Acquire: Intelligence Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Random Allies:

Ally 1
Spoiler:
Frilled Lizard
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Ally 2

Spoiler:
Wolf
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
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:
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 5

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.

Random Blessings:

Blessing 1
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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Blessing 2

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3

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.

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 Erasmus/Greenclaw
Top of Blessing Discard Pile:

Blessing of the Starsong:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 2 Amaryllis/Void_Eagle

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 3 - Turn 3 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 5 - Turn 5 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 8 - Turn 8 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 - Turn 9 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 11 - Turn 11 Amaryllis/Void_Eagle

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 12 - Turn 12 Ukuja/Yewstance

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 13 - Turn 13 Erasmus/Greenclaw

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 14 - Turn 14 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 15 Ukuja/Yewstance

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 16 - Turn 16 Erasmus/Greenclaw

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 17 - Turn 17 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 19 - Turn 19 Erasmus/Greenclaw

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 20 - Turn 20 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 23 - Turn 23 Amaryllis/Void_Eagle

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 24 - Turn 24 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw

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 26 - Turn 26 Amaryllis/Void_Eagle

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 27 - Turn 27 Ukuja/Yewstance

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 28 - Turn 28 Erasmus/Greenclaw

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 29 - Turn 29 Amaryllis/Void_Eagle

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 30 - Turn 30 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cemetery
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Cemetery Card 1:
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.
Cemetery 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.
Cemetery 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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Worn demons inhabit and control the corpses of dead humanoids.
Cemetery Card 4:
Gossamer Shrouds
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
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.
Cemetery Card 5:
Longsword
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Cemetery 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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest.
Cemetery Card 7:
Improvised Dinosaur
Weapon P
Traits: Animal Bludgeoning 2-Handed Mythic
To Acquire: Strength Survival 18
For your combat check, bury this card to use your Strength Skill + 1d20. You may additional expend any number of mythic charges; for each charge expended, add 1d20. Discard your hand and end your turn.
After playing this card, you may succeed at a Strength or Survival 20 check to recharge this card instead of burying it.
Throwing a dinosaur is one way to stop a fight-or to start one!
Cemetery Card 8:
Mist Horror
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Cemetery Card 9:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
These foul worms are content to chew on the dead... or those who will be.
Cemetery Card 10:
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.

Paradise Hill
At This Location (Open): At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
At This Location (Closed): No effect.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Paradise Hill Card 1:
Giant Cockroach
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters 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.
Paradise Hill Card 2:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Paradise Hill Card 3:
Potion of Beast Skin
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Paradise Hill Card 4:
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.
Paradise Hill Card 5:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Paradise Hill Card 6:
Cambion
Monster B
Traits: Outsider Demon Elite
To Defeat: Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
Paradise Hill Card 7:
Giant Fly
Monster B
Traits: Vermin Elite
To Defeat: Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter.
Paradise Hill Card 8:
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.
Paradise Hill Card 9:
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.
Paradise Hill Card 10:
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.

Temple of Iomedae
At This Location (Open): You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: Ukuja/Yewstance

Temple of Iomedae Card 1:
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.
Temple of Iomedae Card 2:
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.
Temple of Iomedae Card 3:
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.
Temple of Iomedae Card 4:
Dazzle
Spell B
Traits: Magic Arcane Attack Mental Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Temple of Iomedae Card 5:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Temple of Iomedae Card 6:
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.
Temple of Iomedae Card 7:
Detect Demon
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Temple of Iomedae Card 8:
Druid of the Leaf
Ally 3
Traits: Human Druid Veteran
To Acquire: Perception 7 OR Charisma Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.
Temple of Iomedae Card 9:
Full Plate
Armor B
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Temple of Iomedae Card 10:
Sawtooth Sabre +2
Weapon 3
Traits: Sword Melee Slashing Finesse Magic Veteran
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Forsaken Cloister
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Forsaken Cloister Card 1:
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 2:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Forsaken Cloister Card 3:
Drocha Swarm
Monster 3
Traits: Undead Swarm Incorporeal
To Defeat: Combat 20 OR Wisdom Divine 17
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce. Eyes twitch. Mouths scream.
Forsaken Cloister Card 4:
Portable Altar
Item B
Traits: Object Divine Elite
To Acquire: Wisdom Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.
Forsaken Cloister Card 5:
Spiny Shield
Armor 2
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Forsaken Cloister Card 6:
Chuffy Lickwound
Ally P
Traits: Goblin Rogue Veteran
To Acquire: Dexterity Acrobatics 8 OR Charisma Diplomacy 7
Reveal this card and discard any number of cards from the top of your deck; for eacah card discarded, add 1d6 to your check to defeat a barrier.
Discard this card to explore your location. If you are the only character at your location, add 1d6 plus the scenario's adventure deck number to your combat checks during this exploration.
"Chuffy's face might make you sick,
But Chuffles knife is awful quick,
And if you are his stabby pick,
Then knife goes in you--stick stick stick!" - Chuffy's song

Forsaken Cloister Card 7:
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.
Forsaken Cloister Card 8:
Frigid Blast
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane 4 OR Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
Forsaken Cloister Card 9:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Forsaken Cloister Card 10:
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.

Maze
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Maze Card 1:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.
Maze Card 2:
Temptation of Sorcery
Barrier 3
Traits: Temptation
To Defeat: None
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. 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 a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Maze Card 3:
Symbol of Insanity
Barrier 3
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Maze Card 4:
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.
Maze Card 5:
Goblin Skull Bomb
Item P
Traits: Object Alchemical Attack Mythic
To Acquire: Intelligence Craft 11 OR BURY AN ALLY
Banish this card to add 1d20 to your combat check. You may additionally expend any number of mythic charges; for each charge expended, add 1d20. If you defeat the bane by at least 5, each character at your location is dealt 1d6 Fire damage. If you have the Goblin trait, bury this card instead of banishing it.
Can't put it back together, but you can get a new skull.
Maze Card 6:
Sniper's Studded Leather
Armor 3
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
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.


As mentioned in the Discussion thread; database bugs are preventing me from purging out Basic cards. In the meantime, whenever you examine or encounter a Basic card in a deck, just grab the first non-basic card from the Random Cards spoiler and use that instead. Once the database is fixed, I'll get them properly purged out of the updates.


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

At start of turn, recharge Harrow Deck and Banner of Valor to add +3 to all checks this turn. Explore Forsaken Cloister.

Erasmus heads to the old cloister, reflecting on the place of repose this must once have been for the priests who lived here. Now the place literally stinks of evil, vandalised and despoiled, it conjures up only despair and revulsion inside the medium.

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.

Auto acquire!

Among the rubble and ruin, Erasmus finds a holy relic, miraculously untouched by the demons and cultists. It brings a glimmer of hope into his heart and he tucks it into a pocket of his cloak as he continues on.

Discard BoAscension to explore again.

Demonic Horde:

Barrier B
Traits: Skirmish Demon
To Defeat: None
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.

1-Amaryllis, 2-Erasmus, 3-Ukuja
Amaryllis chooses: 1d3 ⇒ 1
Erasmus chooses: 1d3 ⇒ 1
Ukuja chooses: 1d3 ⇒ 2
Amaryllis has to encounter 2 Shadow Demons. Erasmus get the other one.

Shadow Demon:

Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Well, that's annoying. Erasmus won't have the Magic trait on his check, so win or lose, the monster and barrier won't be defeated!

The moment of joy is soon shattered, however, as the stench of evil instensifies to the point of making his skin literally itch. The shadows inside the cloister seem to rise up and move on their own as a dark fiend bursts forth from the entrance. He senses others also stirring nearby and his thoughts go out to his friends.

"Little brother, your puny bow may chase that thing off but it won't kill it...perhaps next time keep your dagger in a wrist sheath, not tucked away in your belt!" Erasmus always appreciates Baylock's helpful advice, delivered with such wonderful timing. He would have liked it even more had it been given even just five minutes ago!

Display Spirit Relatives put marker on Baylock. Discard Blessing of the Gods. Display Light Crossbow
Combat (Dexterity) DC20: 2d8 + 2 + 3 + 1d8 + 1d4 + 3 ⇒ (2, 6) + 2 + 3 + (6) + (1) + 3 = 23
Waiting on the result of Amaryllis's two encounters before deciding whether will continue on with the turn.
Current hand:

Erasmus wrote:

Hand: Valais Durant, Sign of the Pack 2, Light Crossbow, Sign of the Lantern Bearer,

Displayed: Spirit Relatives (Baylock),
Deck: 13 Discard: 2 Buried: 0
Notes: Use blessings or signs as needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Off-turn combat against two Shadow Demons.

Shadow Demon:
Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Not an an Abyssal location, so the BYA doesn't kick in. Using Ghost Whip for the first combat, and since it's incoporeal I get an extra d8.
Combat (Arcane) 20: 1d12 + 4 + 2 + 3 + 3d8 ⇒ (7) + 4 + 2 + 3 + (3, 4, 8) = 31 -> Defeated, auto-recharge Ghost Whip (d12+9 vs 10).
Using Frost Ray for demon number two.
Combat (Arcane) 20: 1d12 + 4 + 2 + 3 + 2d6 ⇒ (11) + 4 + 2 + 3 + (2, 3) = 25 -> Defeated, and auto-recharge again (d12+10 vs 8).

Amaryllis is caught off guard as two shadow demons appear out of nowhere. Dodging the first one as it swoops down at her, she summons a ghostly whip and uses to snare the second one and pull it into the first one. Then she shoots a ray of cold energy into the pile of bodies. Sensing the tide turning against them, the two demons flee into the air and away.


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

Fearing the demon may still be lurking nearby, Erasmus presses forward with extra haste.

Discard Sign of the Lantern Bearer to explore again.
Random Card: 1d9 + 1 ⇒ (9) + 1 = 10

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.

Arcane DC8: 1d10 + 3 + 3 + 3 ⇒ (1) + 3 + 3 + 3 = 10 Acquired!

On the wall, Erasmus finds the scribbled words of a ward. Realising it could be used against the demons, he spends a few moments to transcribe into onto a scroll.

End Turn. Reset Hand.

Erasmus wrote:

Hand: Valais Durant, Sign of the Pack 2, Light Crossbow, Fiery Glare, Crystal Mail, Sacred Prism,

Displayed: Spirit Relatives (Baylock),
Deck: 11 Discard: 3 Buried: 0
Notes: Use blessings or signs as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X]+1 [X]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+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 ([X] 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 Shax discarded from the Blessings Deck.

Amaryllis stays at the Paradise Hill, and takes her free exploration.

Giant Cockroach:
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters 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.

No other characters at this location, so the BYA doesn't kick in. Using Pyrotechnic Blast against the cockroach, for an auto-defeat (d12+2d4+9 vs 8), then auto-recharge it (d12+9 vs 8).

Having driven off the two demons, Amaryllis turns to begin her exploration of the hill, only to be confronted by a cockroach of monstrous size! Gathering her arcane energy, she throws it at the creature, causing it to explode in a fiery blast.

Could go again, but with three more monsters in the deck, and no spells in hand, I'm going to side with discretion here.

Amaryllis ends her turn and resets her hand.

Amaryllis wrote:

Hand: Blessing of Pharasma 2, Blessing of Pharasma 1, Cleric of Nethys, Life Drain, Incanter, Count Jeggare,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Either blessing is available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored card: Spell
Hand Size: 6 [ ] 7
Proficient with: [ ] Light Armor
POWERS
If you fail a check that has the Arcane trait ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

Mythic Archmage:
MYTHIC POWERS
Charges: 3
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Deck Handler // Searching For: TBD

I'm back!
Note that the Giant Cockroach should have been replaced with a nonbasic monster, as indicated by the BR a few posts above.

==================

Off-turn: At the start of Erasmus' turn, Ukuja displays Python and Leryn, and buries Charm Animal to draw the first random nonbasic Animal ally: Wolf.

Wolf:

Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Not bad.

Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.

Ukuja examines the top card of the Temple of Iomedae with Leryn's power.
Temple of Iomedae Card 1: Blessing of Ascension

The deceiving hag driven off for the time being; a dark shadow falls over the area regardless - demons sprouting from the darkness itself to drive the crusaders from this place.

The corner of Ukuja's lip turns into an almost-smile. Then there's something here that the fiends don't want them to find.

Ukuja stays at the Temple of Iomedae, then takes his free exploration to encounter the 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.
Blessing of Ascension is automatically acquired.

Ukuja accompanies the paladin, both to lend his perceptions to seeing through the creatures that have already proven intent on exploiting her faith, but also to inquire as to her own history. Surprised to find the Paladin hailing from Cheliax - a far cry from their shared traditional homeland - a certain morbid curiosity leads the Hunter to question her further about her experiences. When she quietly suggests that they return to their task, Ukuja silences himself with a nod, a shadow of a frown passing across his marked brow. He had been sidetracked so easily just by the sight of another elf... his longing for his people growing deeper by the week.

After warning the Paladin, Ukuja reaches out to silently call upon what pure creatures remain in these twisted ruins; canines and winged rodents alike quick to respond.

Ukuja sets aside Call Animal to search and draw Fox from his deck.
Call Animal is recharged automatically.

Ukuja discards Wolf to explore again.
Temple of Iomedae Card 2: Blackwing Librarian
(Replaced with nonbasic ally: NOT FOUND)

The only nonbasic ally in random cards was already drawn (Wolf), so I'll need the BR's assistance to continue my turn.

Turn paused.

Ukuja wrote:

Hand: Fox, Hatchet, Blessing of the Ancients, Blessing of Milani, Bat, Bloodscent, Blessing of Ascension, Captain Oparal,

Displayed: Python, Leryn,
Deck: 10 Discard: 1 Buried: 1
Notes: Turn paused. Between the high blessing/ally count of the location, plus my hand full of exploration cards, I anticipate I'll clear the Temple during my turn.
Mythic Charges: 3

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [X] 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 ([X] 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.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
Mythic Hierophant:
Mythic Path B

Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


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.

Python:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.

While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.


Thylacine:

Ally 3
Traits: Animal
To Acquire: Wisdom Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Not going to be able to do an update until tomorrow; I’m still quite busy until after New Years. Pulled a random ally for you though :)


Deck Handler // Searching For: TBD

And what an ally, thanks BR! (Also, oddly appropriate that the Australian in the group comes across the Thylacine)

Ukuja encounters Thylacine.

Thylacine:
Ally 3
Traits: Animal
To Acquire: Wisdom Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
Survival 10: 1d10 + 7 + 3 ⇒ (6) + 7 + 3 = 16 -> Thylacine acquired.

Strange creatures roam these lands... but despite their bizarre gait and stranger appearance, Ukuja senses that they are remarkably untainted by the Worldwound's influence. Ukuja lowers his weapons, instead reaching out to compel the odd creature to his side.

Ukuja discards Bat to explore again, adding 1d4 to the first Survival or Ranged check during his exploration.
Temple of Iomedae Card 3: 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.
Blessing of Ascension is automatically acquired.

Ukuja somehow senses some power guiding him further into the ruins, shielding him and the paladin from harm...

Poog recharges Blessing of the Ancients (the top card of the blessings discard pile is basic) to explore again.
Temple of Iomedae Card 4: Dazzle
Random nonbasic Spell: Life Drain

Life Drain:

Spell 1
Traits: Magic Arcane Divine Attack Healing Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
Ukuja reveals Captain Oparal to add 1d6 to his Divine check.
Divine 9: 1d10 + 5 + 3 + 1d6 ⇒ (7) + 5 + 3 + (6) = 21 -> Life Drain acquired.

Ukuja discards Thylacine to explore again, adding 1d6 to the first Stealth or Combat check during his exploration.
Temple of Iomedae Card 5: Grimslake

Grimslake:

Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Ukuja discards Blessing of Ascension 2 to add a die to the BYA Fortitude check.
BYA Fortitude 8: 2d6 + 2 ⇒ (1, 2) + 2 = 5 -> Ouch, low rolls. Well, I might yet get lucky.
Cards Buried: 1d4 - 1 ⇒ (4) - 1 = 3 -> ...thanks, dice. Ukuja buries Call Animal, Blessing of the Ancients and Wendifisa Spear from the bottom of his deck. Eeesh.
I'll just take the Survival check to defeat, since it's almost an auto-pass anyway.
Survival 12: 1d10 + 7 + 3 ⇒ (2) + 7 + 3 = 12 -> Grimslake defeated.

A vile nest of lesser Grimslakes has set up some kind of hive in these ruins. Rather than approach them in combat, Ukuja instructs the paladin to take a path past the hive that's unlikely to attract their attention; sending out the curious canine-like creature from earlier to cause a distraction on the other side of the nest.

Ukuja chooses not to close this location; still plenty of boons left; and I couldn't bear accidentally banishing a Blessing 2 or 3 (have we seen even a single Blessing 2 so far, incidentally?).

Ukuja discards Fox to explore again.
Temple of Iomedae Card 6: 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.
UGHH. I hate basic blessings. Three BoAs acquired in a single turn, plus one mocking me on top of the blessings discard deck.
Blessing of Ascension is automatically acquired.

Some Power guides Ukuja further inside once again, and he grows increasingly convinced that there is some great treasure in hiding here; something valuable to the cause.

Ukuja discards Blessing of Milani to explore again.
Temple of Iomedae Card 7: Detect Demon
Random nonbasic Spell: Good Omen

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.
Ukuja reveals Captain Oparal to add 1d6 to his Divine check.
Divine 6: 1d10 + 5 + 3 + 1d6 ⇒ (7) + 5 + 3 + (5) = 20 -> Good Omen acquired.

Ukuja discards Blessing of Ascension 3 to explore again.
Temple of Iomedae Card 8: Druid of the Leaf

Druid of the Leaf:

Ally 3
Traits: Human Druid Veteran
To Acquire: Perception 7 OR Charisma Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.
Thanks, Leryn, for giving me the Perception skill!
Perception 7: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13 -> Druid of the Leaf acquired.

A curious, but harmless, hermit is found swathed in a cloak of leaves on one of the lower floors. He cryptically suggests that Ukuja can find what he's looking for further inside, before disappearing into a gust of leaves and dust.

That was weird.

So the blessings were a complete wash (triple-Ascension), but 2 Ally 3s and an Ally 2 acquired this turn is certainly making up for it!

Ukuja discards Druid of the Leaf to explore again, adding 5 to combat checks during it.
Temple of Iomedae Card 9: Full Plate

Full Plate:

Armor B
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Fortitude 5: 1d6 + 2 ⇒ (4) + 2 = 6 -> Full Plate acquired.

Ukuja discards Blessing of Ascension to explore again.
Temple of Iomedae Card 10: Sawtooth Sabre +2

Sawtooth Sabre +2:

Weapon 3
Traits: Sword Melee Slashing Finesse Magic Veteran
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Oooh, another AD3 card!
Ukuja uses his Melee skill (untrained; defaults to 1d4).
Ukuja reveals Captain Oparal to add 1d6 to his Melee check.
Ukuja sets aside Good Omen to add 4 to his check to acquire.
Requesting that Amaryllis discard Blessing of Pharasma to add 2 dice to his check, as a spell was played.

Melee 11: 3d4 + 1d6 + 4 ⇒ (2, 4, 4) + (5) + 4 = 19 -> Sawtooth Sabre +2 acquired.
Good Omen is automatically recharged.

Finally, Ukuja finds it. A mannequin, adorned with quality armor and a remarkable, though wicked-looking blade. The blade shimmers with great magic, and Ukuja claims them both, gifting them to Oparal for safekeeping.

Ukuja ends his exploration phase. The Temple of Iomedae is empty, so he attempts to close the location.
Ukuja uses his Charisma skill, and after adding his number of Mythic Charges (3) to his Charisma check, Ukuja expends a Mythic Charge to replace his highest die with a 1d20.

Charisma 11: 1d20 + 3 ⇒ (16) + 3 = 19 -> Temple of Iomedae closed. Ukuja chooses to draw a random magic Item: Horn of Battle Clarity.

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.
From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively recharges Blessing of Milani from his discard pile.

Ukuja recharges Captain Oparal to shuffle Thylacine from his discard pile into his deck, clearing his recharged pile.

Ukuja goes to look for the fastest way back up to the surface, having delved deep underground in these religious halls, but has second thoughts about leaving that strange creature he'd befriended earlier.

...So, in his infinite wisdom, he hand the paladin a glut of raw meat - never leave the fortress without it! - with direction for her to bait the creature back, assuming its still safe. Oparal just affixes Ukuja with a blank stare, but Ukuja makes a note to ignore her and resumes looking for a fast, safe exit from this place.

She'll be fine.

Ukuja ends his turn and resets his hand, choosing to discard Life Drain, Horn of Battle Clarity, Sawtooth Sabre +2 and Full Plate.

Ukuja wrote:

Hand: Hatchet, Bloodscent, Blessing of Milani, Blessing of the Ancients 2, Thylacine, Stone Axe +1, Crow,

Displayed: Python, Leryn,
Deck: 11 Discard: 11 Buried: 4
Notes: That's a lot of cards in discard and - besides those I just discarded - a lot of allies and blessings. I'd have hoped to have drawn Cure or Angelstep, but it's not like I'm running short on cards in my deck, so eh.

Anyway, a great turn! By the end of my first turn, I've cleared 10 cards and acquired a full 11 cards from the box, including two Ally 3s and a Weapon 3; sweet!

Blessings are free to use.
Mythic Charges: 3

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [X] 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 ([X] 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.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
Mythic Hierophant:
Mythic Path B

Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


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.

Python:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.

While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act 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 Shadow Demon.

During This Scenario: Treat the villain Faxon as the villain Hag Coven. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
When you defeat a Grimslake, you may immediately attempt to close the location it came from.

Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant

Additional Rules:

Game Setup
If the scenario lists cohorts, each character may add 1 cohort from the list to her hand; put any remaining cohorts back in the box. If you have a mythic path card, put it next to your deck; you get a number of mythic charges equal to the scenario’s adventure deck number.

Mythic Paths
Mythic paths represent your epic lineage as a world savior. They are empowered by mythic charges. A mythic path enables permanent bonuses to certain checks and use of the mighty d20.
After you gain a mythic path card, you begin each scenario with a number of mythic charges equal to that scenario’s adventure deck number. Use the provided counters to track your mythic charges. If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge. You may expend charges for certain powers. When you reset your hand at the end of your turn, if you have more mythic charges than the scenario’s adventure deck number, expend charges down to that number.

Redemption Card
The redemption card lists all the weapons, items, and armors that have the Corrupted trait in the game. When a card allows you to redeem one of these cards, check it off on the redemption card; for the rest of the Wrath of the Righteous Adventure Path, that boon no longer has the Corrupted trait.
If your character deck includes a redemption card, when you are allowed to redeem a card, choose one of your cards that’s listed on that card and check it off. In any scenario that character plays, cards checked off on that redemption card no longer have the Corrupted trait.

Reference Cards:

Hag Coven (Villain)
Spoiler:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Grimslake (Henchman)

Spoiler:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.

Scale of Disguise (Loot)

Spoiler:
Scale of Disguise
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

Sacred Prism (Loot)

Spoiler:
Sacred Prism
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Banner of Valor (Loot)

Spoiler:
Banner of Valor
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Soulshear (Loot)

Spoiler:
Soulshear
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.

Scale of Sacred Weaponry (Loot)

Spoiler:
Scale of Sacred Weaponry
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.

Valais Durant (Cohort)

Spoiler:
Valais Durant
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.

Shadow Demon (Servitor Demon)

Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Wight (Summon)

Spoiler:
Wight
Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: 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 (Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: 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.

Corrupted Solider (Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: 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.

Cultist of Baphomet (Summon)

Spoiler:
Cultist of Baphomet
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Minotaur (Summon)

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.

Mythic Archmage (Mythic Path)

Spoiler:
Mythic Archmage
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Mythic Hierophant (Mythic Path)

Spoiler:
Mythic Hierophant
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Redemption Card

Spoiler:
Redemption
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
  • Amulet of the Abyss
  • Anarchy Hammer
  • Black Robe
  • Blackaxe
  • Book of the Damned
  • Corroded Helm
  • Fasciculus Labyrinthum
  • Ghoul Hide
  • Helm of the Serpent King
  • Horns of Naraga
  • Lexicon of Paradox
  • Monkey's Paw
  • Nahyndrian Elixer
  • Robe of the Rifts
  • Rod of the Viper
  • Skinstitcher's Manual
  • Soulshear
  • Stalker's Crossbow
  • Traitor's Blade
  • Unholy Aspergillum +3


Acquired Cards:

Blessing of Ascension (Blessing B) x4
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.

Druid of the Leaf (Ally 3)

Spoiler:
Druid of the Leaf
Ally 3
Traits: Human Druid Veteran
To Acquire: Perception 7 OR Charisma Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Fiery Glare (Spell B)

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.

Full Plate (Armor B)

Spoiler:
Full Plate
Armor B
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Good Omen (Spell B)

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.

Horn of Battle Clarity (Item B)

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.

Life Drain (Spell 1)

Spoiler:
Life Drain
Spell 1
Traits: Magic Arcane Divine Attack Healing Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Sawtooth Sabre +2 (Weapon 3)

Spoiler:
Sawtooth Sabre +2
Weapon 3
Traits: Sword Melee Slashing Finesse Magic Veteran
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Thylacine (Ally 3)

Spoiler:
Thylacine
Ally 3
Traits: Animal
To Acquire: Wisdom Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Wolf (Ally 2)

Spoiler:
Wolf
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Incubus
Monster 2
Traits: Outsider Demon
To Defeat: Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Monster 2

Spoiler:
Warmonger Wasp
Monster 3
Traits: Construct Vermin
To Defeat: Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos.

Monster 3

Spoiler:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.

Monster 4

Spoiler:
Giant Fly
Monster B
Traits: Vermin Elite
To Defeat: Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter.

Monster 5

Spoiler:
Betrayal Demon
Monster 2
Traits: Outsider Demon
To Defeat: Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

Random Barriers:

Barrier 1
Spoiler:
Temptation of Favor
Barrier 3
Traits: Temptation
To Defeat: None
Draw 3 non-Basic blessings from the box. 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; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Barrier 2

Spoiler:
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.

Barrier 3

Spoiler:
Blood of Eustoyriax
Barrier 2
Traits: Temptation Demon Corrupted
To Defeat: None
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Barrier 4

Spoiler:
Sin Seeker
Barrier 1
Traits: Curse Veteran
To Defeat: None
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.

Barrier 5

Spoiler:
Symbol of Insanity
Barrier 3
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Random Weapons:

Weapon 1
Spoiler:
Skirmishing Spear
Weapon 3
Traits: Spear Ranged Piercing Magic Mythic Veteran
To Acquire: Dexterity Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Weapon 2

Spoiler:
Marksman's Bow
Weapon 2
Traits: Bow Ranged Piercing Magic Veteran
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Weapon 3

Spoiler:
Marksman's Bow
Weapon 2
Traits: Bow Ranged Piercing Magic Veteran
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Weapon 4

Spoiler:
Quarterstaff of Vaulting
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
To Acquire: Strength Melee 9 OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Weapon 5

Spoiler:
Glaive +1
Weapon B
Traits: Polearm Melee Slashing 2-Handed Magic Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Random Spells:

Spell 1
Spoiler:
Charm Monster
Spell 2
Traits: Magic Arcane Divine Veteran
To Acquire: Intelligence Arcane Wisdom Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spell 2

Spoiler:
Bloodscent
Spell 1
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Fire Shield
Spell 3
Traits: Magic Arcane
To Acquire: Intelligence Arcane 10
Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Spell 4

Spoiler:
Hellmouth Lash
Spell 3
Traits: Magic Arcane Attack
To Acquire: Intelligence Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Paralyze
Spell 2
Traits: Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have 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:
Spiny Shield
Armor 2
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2

Spoiler:
Corroded Helm
Armor B
Traits: Heavy Armor Corrupted Elite
To Acquire: Constitution Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Armor 3

Spoiler:
Full Plate
Armor B
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Armor 4

Spoiler:
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.

Armor 5

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 instead.
"Raw! I'm a scary dragon!" - Goblin in kobold costume

Random Items:

Item 1
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 2

Spoiler:
Tome of Mental Prowess
Item 3
Traits: Book Magic
To Acquire: Intelligence Wisdom Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Item 3

Spoiler:
Pure Holy Water
Item 3
Traits: Liquid Magic Divine
To Acquire: Craft Wisdom Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Item 4

Spoiler:
Almanac
Item 1
Traits: Book Elite
To Acquire: Intelligence Knowledge 7
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Item 5

Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:

Ally 1
Spoiler:
Wolf
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Ally 2

Spoiler:
Quadnys Orlun
Ally 1
Traits: Human Wizard
To Acquire: Arcane Divine Charisma Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

Ally 3

Spoiler:
Minotaur Mercenary
Ally 2
Traits: Minotaur Hireling Elite
To Acquire: Banish a weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Ally 4

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.

Ally 5

Spoiler:
Kimroth Otai
Ally 1
Traits: Human Fighter
To Acquire: Charisma Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

Random Blessings:

Blessing 1
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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Blessing 2

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.

Blessing 3

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 4

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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

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: 4 Erasmus/Greenclaw
Top of Blessing Discard Pile:

Blessing of Abraxas:
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 Remaining: 26

Blessings Deck Cards/Turn Order:

Blessings Deck Card 5 - Turn 5 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 8 - Turn 8 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 - Turn 9 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 11 - Turn 11 Amaryllis/Void_Eagle

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 12 - Turn 12 Ukuja/Yewstance

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 13 - Turn 13 Erasmus/Greenclaw

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 14 - Turn 14 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 15 Ukuja/Yewstance

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 16 - Turn 16 Erasmus/Greenclaw

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 17 - Turn 17 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 19 - Turn 19 Erasmus/Greenclaw

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 20 - Turn 20 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 23 - Turn 23 Amaryllis/Void_Eagle

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 24 - Turn 24 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw

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 26 - Turn 26 Amaryllis/Void_Eagle

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 27 - Turn 27 Ukuja/Yewstance

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 28 - Turn 28 Erasmus/Greenclaw

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 29 - Turn 29 Amaryllis/Void_Eagle

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 30 - Turn 30 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cemetery
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Cemetery Card 1:
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 encounter. 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.
Cemetery Card 2:
Cambion
Monster B
Traits: Outsider Demon Elite
To Defeat: Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
Cemetery Card 3:
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.
Cemetery Card 4:
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.
Cemetery Card 5:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead_. or those who will be.
Cemetery Card 6:
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.
Cemetery Card 7:
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.
Cemetery Card 8:
Cultist Archer
Monster 2
Traits: Half-Elf Cultist Ranger
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order.
Cemetery Card 9:
Goblin Skull Bomb
Item P
Traits: Object Alchemical Attack Mythic
To Acquire: Intelligence Craft 11 OR BURY AN ALLY
Banish this card to add 1d20 to your combat check. You may additionally expend any number of mythic charges; for each charge expended, add 1d20. If you defeat the bane by at least 5, each character at your location is dealt 1d6 Fire damage. If you have the Goblin trait, bury this card instead of banishing it.
Can't put it back together, but you can get a new skull.
Cemetery Card 10:
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.

Paradise Hill
At This Location (Open): At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Paradise Hill Card 1:
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.
Paradise Hill Card 2:
Blessing of Baphomet
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Paradise Hill Card 3:
Manual of War
Item 1
Traits: Book
To Acquire: Melee Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Paradise Hill Card 4:
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.
Paradise Hill Card 5:
Lymirin Discourses
Item 2
Traits: Book Iomedae
To Acquire: Wisdom Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Paradise Hill Card 6:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead_. or those who will be.
Paradise Hill Card 7:
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.
Paradise Hill Card 8:
Toad Demon
Monster 3
Traits: Outsider Demon
To Defeat: Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Paradise Hill Card 9:
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.

Temple of Iomedae
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Yewstance

Forsaken Cloister
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Forsaken Cloister Card 1:
Horn of Assured Victory
Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
Forsaken Cloister Card 2:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.
Forsaken Cloister Card 3:
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.
Forsaken Cloister Card 4:
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.
Forsaken Cloister Card 5:
Gargoyle
Monster 2
Traits: Gargoyle
To Defeat: Combat 14
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue.
Forsaken Cloister Card 6:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
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.
Forsaken Cloister Card 7:
Ice Strike
Spell 3
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Forsaken Cloister Card 8:
Unfettered Imp
Ally 3
Traits: Outsider Devil Temptation
To Acquire: Intelligence Charisma Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Maze
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Maze Card 1:
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.
Maze Card 2:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead_. or those who will be.
Maze Card 3:
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.
Maze Card 4:
Bilious Bottle
Barrier 1
Traits: Trap Poison Elite
To Defeat: None
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Maze Card 5:
Celestial Armor
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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 6:
Knight's Pennon
Item 2
Traits: Object
To Acquire: Charisma Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.


Basics have been fully purged from the above update (with exception of basic blessings, which the Guide tells us to never remove from the box). I forgot to add in reminder text for the Cemetery location and the fact that defeating a Grimslake lets you close -- the easiest way to purge basics was to rebuild the locations with random cards instead of trying to keep all of the non-basic cards. The only cards kept are ones that you know are present, namely Demonic Horde in the Forsaken Cloister, the rest were re-randomized. I don't have time to add reminder text before the edit window expires, but the reminder text will be present in the next update.


Deck Handler // Searching For: TBD
BR skizzerz wrote:
Basics have been fully purged from the above update (with exception of basic blessings, which the Guide tells us to never remove from the box). I forgot to add in reminder text for the Cemetery location and the fact that defeating a Grimslake lets you close -- the easiest way to purge basics was to rebuild the locations with random cards instead of trying to keep all of the non-basic cards. The only cards kept are ones that you know are present, namely Demonic Horde in the Forsaken Cloister, the rest were re-randomized. I don't have time to add reminder text before the edit window expires, but the reminder text will be present in the next update.

Thanks for all of your hard work, BR!


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

I second that, thank you for all the work!


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

Yep, thirded from me as well. Oh, and there is more than one Aussie at this table. I also love to see some animals from Down Under in the packs. Looking forward to building a character with the Ultimate Wilderness pack so I can have a koala in my deck one day.


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

Away visiting family all this week but have a quiet few moments now. Might not have as much flavour in the post this time, though. Happy New Year to all!

Recharge Crystal Mail to add +2 to all checks this turn.
Explore Forsaken Cloister

Horn of Assured Victory :

Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Constitution DC7: 1d6 + 2 ⇒ (3) + 2 = 5 Fail

Erasmus continues to explore the cloister, finding a fine looking horn but not possessing the lung power or skills needed to produce a note from it. He then pushes forward into the rear rooms of the building.

Discard Sign of the Pack to explore again.

Hag Coven :

Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

The medium disturbs a truly horrific scene. A group of hags are hunched over a cauldron, concocting some fouls-smelling broth. Bits of dead bodies lie on nearby benches along with other ingredients, many of which are better not described for fear of upsetting those with weaker stomachs.

Pause here as everyone else needs to encounter the Hags before Erasmus does, and we also have the option to temp close off one other location.


Deck Handler // Searching For: TBD

I didn't realize you were also an Aussie, Greenclaw... though I feel like it might have come up and I forgot, whoops. :)

Also an amendment to my last turn's hand summary:, Ukuja only has 2 Mythic Charges currently.

Anyway, Ukuja encounters a summoned copy of the Hag Coven. Other character may not play cards on my check

Hag Coven:

Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.
Ukuja will take the Perception check to defeat, and set aside Bloodscent to add 1d10 to his check.
Perception 15: 1d10 + 6 + 2 + 1d10 ⇒ (9) + 6 + 2 + (5) = 22 -> Hag Coven defeated.
After passing the check, Ukuja examines the top card of the Paradise Hill. I'll paste the discovered card in a spoiler, so that it shouldn't affect Amaryllis' decision whether to temp-close or not. (It's the only location that has a chance of not being shuffled after beating the villain, though since I'm still looking for some Blessing 2s and 3s, I'm happy with no temp closing occurring, personally.)
Examination results:
Paradise Hill Card 1: Fiery Glare

Divine 8 (Recharge): 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10 -> Bloodscent recharged.

Captain Oparal returns with Ukuja's Thylacine in tow on some makeshift leather leash, waving him over.

"Hunter! I've recovered your... creature. Pray take it from my care with all haste." She requests, holding it out.

He approaches his ally, calling to the animal with his mind... but pauses. As he extends his empathetic senses, Leryn growls lowly at his side. His magical wolf companion warns him that not all is as it appears. Ukuja silently casts a simple spell, and identifies that Oparal's scent is only normal upon the surface... an undercurrent, unable to be discerned by mundane means, of a foul air emanates under the glamouring cloak of magic. Ukuja opens his eyes to the true deceit taking place before him.

With blinding, practiced speed, Ukuja knocks an arrow to his bow and fires a shot clean through "Oparal's" neck, her form reverting to that of a hideous hag as she chokes and curses, somehow surviving the shot and teleporting away. The Thylacine is real enough, however, and Ukuja brings it to his side, looking around and hoping that the real Paladin is safe...

Ukuja wrote:

Hand: Hatchet, Blessing of Milani, Blessing of the Ancients 2, Thylacine, Stone Axe +1, Crow,

Displayed: Python, Leryn,
Deck: 12 Discard: 11 Buried: 4
Notes: Blessings are free to use.
Mythic Charges: 3

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [X] 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 ([X] 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.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
Mythic Hierophant:
Mythic Path B

Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


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.

Python:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.

While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.


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

Off-turn encounter with Hag Coven. Not sure if I should temp. close before or after summoning, so just in case I'm spending it now.

Hag Coven:
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Since I don't have either Knowledge or Perception, guess I'll go with the combat check. Using life drain for the combat, and revealing Jeggare for an additional d6.
Combat (Arcane) 24: 1d12 + 4 + 2 + 2 + 2d4 + 1d6 ⇒ (7) + 4 + 2 + 2 + (4, 3) + (6) = 28 -> Success, the summoned covens have been defeated. Auto-recharge Life Drain (d12+8 vs 9), and nothing my discard to heal. (BR: Does my deck still shuffle?)

While exploring Paradise Hill, one of the Hags appears in front of Amaryllis. Out of instinct, she lashes out with arcane energy, causing the hag to retreat back into the ether.


Deck Handler // Searching For: TBD

Nope, your deck doesn't shuffle if there was nothing to shuffle in. :)
And temp-closing occurs before the villain encounter, which also means before the BYA check, so yes you'd spend the charge in advance.

As mentioned, I'd kind of like us to skip temp closing a bit more often. I still don't think we've seen a single Blessing 2 (let alone a Blessing 3), and I think all 3 of us are looking for them as deck upgrades, so I wouldn't mind an extra one being shuffled into location decks now and then.


Ukuja - Yewstance wrote:

Nope, your deck doesn't shuffle if there was nothing to shuffle in. :)

And temp-closing occurs before the villain encounter, which also means before the BYA check, so yes you'd spend the charge in advance.

As mentioned, I'd kind of like us to skip temp closing a bit more often. I still don't think we've seen a single Blessing 2 (let alone a Blessing 3), and I think all 3 of us are looking for them as deck upgrades, so I wouldn't mind an extra one being shuffled into location decks now and then.

All of this is correct. As an addendum, if you did want to shuffle your deck, you could forego the recharge check (choosing to discard Life Drain), and then have Life Drain heal itself.

Re: blessing upgrades, they're sadly pretty rare since there are so many B blessings and none of them ever get purged out.


Deck Handler // Searching For: TBD
BR skizzerz wrote:
Re: blessing upgrades, they're sadly pretty rare since there are so many B blessings and none of them ever get purged out.

True, and I recognize that this is one of the earliest seasons, but it was more common for later seasons (and Class/Add-On Decks) to compensate for this. Rise of the Runelords kept throwing on-curve blessing rewards at you for adventure upgrades and the like, Ultimate Equipment has the extremely potent Sacred Candle, and the Goblins Character Decks (and, by extension, Season 2B) has Blessing of the Gobs.

As a result, I didn't feel like I had too much of an issue getting my Blessing Upgrades in Seasons 2, 2B, 3, 4 or 5. Going back to season 1 and just being inundated with junk when all 3 players are looking for them is mildly annoying. Not a big deal, of course (we're clearly doing great as-is), but I'd like the chance to try some of the Ultimate Wilderness exclusive blessings before getting my Role card, at least.


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

Sorry, completely forgot about not closing. Only excuse I can muster is that I was still recovering from the holidays. Anyway, if it's not too late, can I take back my temp-close? Only effect it would have is my combat check would be one higher.

And I'm good with my deck not being shuffled.


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 Shadow Demon.

During This Scenario: Treat the villain Faxon as the villain Hag Coven. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
When you defeat a Grimslake, you may immediately attempt to close the location it came from.

Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant

Additional Rules:

Game Setup
If the scenario lists cohorts, each character may add 1 cohort from the list to her hand; put any remaining cohorts back in the box. If you have a mythic path card, put it next to your deck; you get a number of mythic charges equal to the scenario’s adventure deck number.

Mythic Paths
Mythic paths represent your epic lineage as a world savior. They are empowered by mythic charges. A mythic path enables permanent bonuses to certain checks and use of the mighty d20.
After you gain a mythic path card, you begin each scenario with a number of mythic charges equal to that scenario’s adventure deck number. Use the provided counters to track your mythic charges. If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge. You may expend charges for certain powers. When you reset your hand at the end of your turn, if you have more mythic charges than the scenario’s adventure deck number, expend charges down to that number.

Redemption Card
The redemption card lists all the weapons, items, and armors that have the Corrupted trait in the game. When a card allows you to redeem one of these cards, check it off on the redemption card; for the rest of the Wrath of the Righteous Adventure Path, that boon no longer has the Corrupted trait.
If your character deck includes a redemption card, when you are allowed to redeem a card, choose one of your cards that’s listed on that card and check it off. In any scenario that character plays, cards checked off on that redemption card no longer have the Corrupted trait.

Reference Cards:

Hag Coven (Villain)
Spoiler:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Grimslake (Henchman)

Spoiler:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.

Scale of Disguise (Loot)

Spoiler:
Scale of Disguise
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

Sacred Prism (Loot)

Spoiler:
Sacred Prism
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Banner of Valor (Loot)

Spoiler:
Banner of Valor
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Soulshear (Loot)

Spoiler:
Soulshear
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.

Scale of Sacred Weaponry (Loot)

Spoiler:
Scale of Sacred Weaponry
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.

Valais Durant (Cohort)

Spoiler:
Valais Durant
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.

Shadow Demon (Servitor Demon)

Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Wight (Summon)

Spoiler:
Wight
Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: 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 (Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: 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.

Corrupted Solider (Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: 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.

Cultist of Baphomet (Summon)

Spoiler:
Cultist of Baphomet
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Minotaur (Summon)

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.

Mythic Archmage (Mythic Path)

Spoiler:
Mythic Archmage
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Mythic Hierophant (Mythic Path)

Spoiler:
Mythic Hierophant
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Redemption Card

Spoiler:
Redemption
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
  • Amulet of the Abyss
  • Anarchy Hammer
  • Black Robe
  • Blackaxe
  • Book of the Damned
  • Corroded Helm
  • Fasciculus Labyrinthum
  • Ghoul Hide
  • Helm of the Serpent King
  • Horns of Naraga
  • Lexicon of Paradox
  • Monkey's Paw
  • Nahyndrian Elixer
  • Robe of the Rifts
  • Rod of the Viper
  • Skinstitcher's Manual
  • Soulshear
  • Stalker's Crossbow
  • Traitor's Blade
  • Unholy Aspergillum +3


Acquired Cards:

Blessing of Ascension (Blessing B) x4
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.

Druid of the Leaf (Ally 3)

Spoiler:
Druid of the Leaf
Ally 3
Traits: Human Druid Veteran
To Acquire: Perception 7 OR Charisma Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Fiery Glare (Spell B)

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.

Full Plate (Armor B)

Spoiler:
Full Plate
Armor B
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Good Omen (Spell B)

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.

Horn of Battle Clarity (Item B)

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.

Life Drain (Spell 1)

Spoiler:
Life Drain
Spell 1
Traits: Magic Arcane Divine Attack Healing Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Sawtooth Sabre +2 (Weapon 3)

Spoiler:
Sawtooth Sabre +2
Weapon 3
Traits: Sword Melee Slashing Finesse Magic Veteran
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Thylacine (Ally 3)

Spoiler:
Thylacine
Ally 3
Traits: Animal
To Acquire: Wisdom Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Wolf (Ally 2)

Spoiler:
Wolf
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Incubus
Monster 2
Traits: Outsider Demon
To Defeat: Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Monster 2

Spoiler:
Mist Horror
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

Monster 3

Spoiler:
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.

Monster 4

Spoiler:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.

Monster 5

Spoiler:
Man-Eating Aurochs
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.

Random Barriers:

Barrier 1
Spoiler:
Explosive Runes
Barrier B
Traits: Trap Magic Arcane Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 2

Spoiler:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
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 3

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 4

Spoiler:
Explosive Runes
Barrier B
Traits: Trap Magic Arcane Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 5

Spoiler:
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. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Random Weapons:

Weapon 1
Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Weapon 2

Spoiler:
Rod of the Viper
Weapon 3
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Weapon 3

Spoiler:
Demonbane Light Crossbow +1
Weapon 1
Traits: Bow Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Weapon 4

Spoiler:
Marksman's Bow
Weapon 2
Traits: Bow Ranged Piercing Magic Veteran
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Weapon 5

Spoiler:
Quarterstaff of Vaulting
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
To Acquire: Strength Melee 9 OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:

Spell 1
Spoiler:
Heat Metal
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Refuge
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
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.

Spell 4

Spoiler:
Steal Soul
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spell 5

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.

Random Armor:

Armor 1
Spoiler:
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.

Armor 2

Spoiler:
Magic Shield
Armor B
Traits: Shield Offhand Magic Elite
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Armor of the Pious
Armor 2
Traits: Heavy Armor Magic Healing
To Acquire: Constitution Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Bejeweled Helm
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Corroded Helm
Armor B
Traits: Heavy Armor Corrupted Elite
To Acquire: Constitution Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Random Items:

Item 1
Spoiler:
Horn of Assured Victory
Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Item 2

Spoiler:
Fortune's Arrow
Item 3
Traits: Arrow Piercing Ranged Magic Mythic
To Acquire: Dexterity Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Item 3

Spoiler:
Portable Altar
Item B
Traits: Object Divine Elite
To Acquire: Wisdom Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Item 4

Spoiler:
Planar Tuning Fork
Item 2
Traits: Tool Magic
To Acquire: Intelligence Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Item 5

Spoiler:
Horn of Assured Victory
Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Random Allies:

Ally 1
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 2

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.

Ally 3

Spoiler:
Wolverine
Ally 1
Traits: Animal Veteran
To Acquire: Wisdom Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Ally 4

Spoiler:
Kamilo Dann
Ally 2
Traits: Human Soldier
To Acquire: None
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

Ally 5

Spoiler:
Jesker Helton
Ally 3
Traits: Human Cleric
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Random Blessings:

Blessing 1
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 2

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.

Blessing 3

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 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 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.

Turn: 5 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: 25

Blessings Deck Cards/Turn Order:

Blessings Deck Card 6 - Turn 6 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 8 - Turn 8 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 - Turn 9 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 11 - Turn 11 Amaryllis/Void_Eagle

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 12 - Turn 12 Ukuja/Yewstance

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 13 - Turn 13 Erasmus/Greenclaw

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 14 - Turn 14 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 15 Ukuja/Yewstance

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 16 - Turn 16 Erasmus/Greenclaw

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 17 - Turn 17 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 19 - Turn 19 Erasmus/Greenclaw

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 20 - Turn 20 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 23 - Turn 23 Amaryllis/Void_Eagle

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 24 - Turn 24 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw

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 26 - Turn 26 Amaryllis/Void_Eagle

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 27 - Turn 27 Ukuja/Yewstance

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 28 - Turn 28 Erasmus/Greenclaw

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 29 - Turn 29 Amaryllis/Void_Eagle

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 30 - Turn 30 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cemetery
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Cemetery Card 1:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Cemetery Card 2:
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.
Cemetery Card 3:
Cultist Archer
Monster 2
Traits: Half-Elf Cultist Ranger
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order.
Cemetery Card 4:
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 encounter. 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.
Cemetery Card 5:
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.
Cemetery Card 6:
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.
Cemetery Card 7:
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.
Cemetery Card 8:
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.
Cemetery Card 9:
Cambion
Monster B
Traits: Outsider Demon Elite
To Defeat: Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
Cemetery Card 10:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
These foul worms are content to chew on the dead... or those who will be.
Cemetery Card 11:
Goblin Skull Bomb
Item P
Traits: Object Alchemical Attack Mythic
To Acquire: Intelligence Craft 11 OR BURY AN ALLY
Banish this card to add 1d20 to your combat check. You may additionally expend any number of mythic charges; for each charge expended, add 1d20. If you defeat the bane by at least 5, each character at your location is dealt 1d6 Fire damage. If you have the Goblin trait, bury this card instead of banishing it.
Can't put it back together, but you can get a new skull.

Paradise Hill
At This Location (Open): At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Amaryllis/Void_Eagle

Paradise Hill Card 1:
Lymirin Discourses
Item 2
Traits: Book Iomedae
To Acquire: Wisdom Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Paradise Hill Card 2:
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.
Paradise Hill Card 3:
Toad Demon
Monster 3
Traits: Outsider Demon
To Defeat: Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Paradise Hill Card 4:
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.
Paradise Hill Card 5:
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.
Paradise Hill Card 6:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Paradise Hill Card 7:
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.
Paradise Hill Card 8:
Manual of War
Item 1
Traits: Book
To Acquire: Melee Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Paradise Hill Card 9:
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.
Paradise Hill Card 10:
Blessing of Baphomet
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Temple of Iomedae
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Yewstance

Forsaken Cloister
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/Greenclaw

Maze
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Maze Card 1:
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.
Maze Card 2:
Knight's Pennon
Item 2
Traits: Object
To Acquire: Charisma Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Maze Card 3:
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.
Maze Card 4:
Celestial Armor
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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:
Bilious Bottle
Barrier 1
Traits: Trap Poison Elite
To Defeat: None
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Maze Card 6:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Maze Card 7:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.


Deck Handler // Searching For: TBD

Note that Erasmus still has to encounter the Hag Coven, she's not defeated yet.


Ukuja - Yewstance wrote:
Note that Erasmus still has to encounter the Hag Coven, she's not defeated yet.

Whoops, somehow missed that! Thanks. The above update only applies if the coven is defeated. If not I'll need to undo the close and reshuffle blessings.


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

Back from my family holiday and to regular posting!

Hag Coven:

Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Expend Mythic Charge.
Perception DC15: 1d20 + 5 + 3 + 2 ⇒ (13) + 5 + 3 + 2 = 23 Defeated! Location Closed!

Erasmus is sharp enough to spot an escape route out of the cloister before the coven of hags can turn their evil magic upon him. Best to confront them when he and his friends are better prepared. Speaking of being prepared, the medium decides to call upon the sacred prism for a little bit of timely healing.

Bury Sacred Prism to heal 1d4 ⇒ 2 cards. Sign of the Pack, Blessing of Ascension

End Turn. Reset Hand.

Erasmus wrote:

Hand: Valais Durant, Blessing of Ascension, Light Crossbow, Fiery Glare, Sign of the Pack 2, Detect Thoughts,

Displayed: Spirit Relatives (Baylock),
Deck: 11 Discard: 2 Buried: 1
Notes: Use blessings or signs as needed. Mythic Charges: 2. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X]+1 [X]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+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 ([X] 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 stays at the Paradise Hill, and takes her free exploration.

Lymirin Discourses:
Item 2
Traits: Book Iomedae
To Acquire: Wisdom Divine 9
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Item 2, but I have no chance to get it. And once again, since I don't have offensive cards in my hand, going to end my turn.

Amaryllis wrote:

Hand: Blessing of Pharasma 2, Blessing of Pharasma 1, Cleric of Nethys, Surgeon, Incanter, Count Jeggare,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Either blessing is available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored card: Spell
Hand Size: 6 [ ] 7
Proficient with: [ ] Light Armor
POWERS
If you fail a check that has the Arcane trait ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

Mythic Archmage:
MYTHIC POWERS
Charges: 2
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


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 Shadow Demon.

During This Scenario: Treat the villain Faxon as the villain Hag Coven. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
When you defeat a Grimslake, you may immediately attempt to close the location it came from.

Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant

Additional Rules:

Game Setup
If the scenario lists cohorts, each character may add 1 cohort from the list to her hand; put any remaining cohorts back in the box. If you have a mythic path card, put it next to your deck; you get a number of mythic charges equal to the scenario’s adventure deck number.

Mythic Paths
Mythic paths represent your epic lineage as a world savior. They are empowered by mythic charges. A mythic path enables permanent bonuses to certain checks and use of the mighty d20.
After you gain a mythic path card, you begin each scenario with a number of mythic charges equal to that scenario’s adventure deck number. Use the provided counters to track your mythic charges. If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge. You may expend charges for certain powers. When you reset your hand at the end of your turn, if you have more mythic charges than the scenario’s adventure deck number, expend charges down to that number.

Redemption Card
The redemption card lists all the weapons, items, and armors that have the Corrupted trait in the game. When a card allows you to redeem one of these cards, check it off on the redemption card; for the rest of the Wrath of the Righteous Adventure Path, that boon no longer has the Corrupted trait.
If your character deck includes a redemption card, when you are allowed to redeem a card, choose one of your cards that’s listed on that card and check it off. In any scenario that character plays, cards checked off on that redemption card no longer have the Corrupted trait.

Reference Cards:

Hag Coven (Villain)
Spoiler:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Grimslake (Henchman)

Spoiler:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.

Scale of Disguise (Loot)

Spoiler:
Scale of Disguise
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

Sacred Prism (Loot)

Spoiler:
Sacred Prism
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Banner of Valor (Loot)

Spoiler:
Banner of Valor
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Soulshear (Loot)

Spoiler:
Soulshear
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.

Scale of Sacred Weaponry (Loot)

Spoiler:
Scale of Sacred Weaponry
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.

Valais Durant (Cohort)

Spoiler:
Valais Durant
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.

Shadow Demon (Servitor Demon)

Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Wight (Summon)

Spoiler:
Wight
Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: 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 (Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: 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.

Corrupted Solider (Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: 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.

Cultist of Baphomet (Summon)

Spoiler:
Cultist of Baphomet
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Minotaur (Summon)

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.

Mythic Archmage (Mythic Path)

Spoiler:
Mythic Archmage
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Mythic Hierophant (Mythic Path)

Spoiler:
Mythic Hierophant
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Redemption Card

Spoiler:
Redemption
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
  • Amulet of the Abyss
  • Anarchy Hammer
  • Black Robe
  • Blackaxe
  • Book of the Damned
  • Corroded Helm
  • Fasciculus Labyrinthum
  • Ghoul Hide
  • Helm of the Serpent King
  • Horns of Naraga
  • Lexicon of Paradox
  • Monkey's Paw
  • Nahyndrian Elixer
  • Robe of the Rifts
  • Rod of the Viper
  • Skinstitcher's Manual
  • Soulshear
  • Stalker's Crossbow
  • Traitor's Blade
  • Unholy Aspergillum +3


Acquired Cards:

Blessing of Ascension (Blessing B) x4
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.

Druid of the Leaf (Ally 3)

Spoiler:
Druid of the Leaf
Ally 3
Traits: Human Druid Veteran
To Acquire: Perception 7 OR Charisma Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Fiery Glare (Spell B)

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.

Full Plate (Armor B)

Spoiler:
Full Plate
Armor B
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Good Omen (Spell B)

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.

Horn of Battle Clarity (Item B)

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.

Life Drain (Spell 1)

Spoiler:
Life Drain
Spell 1
Traits: Magic Arcane Divine Attack Healing Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Sawtooth Sabre +2 (Weapon 3)

Spoiler:
Sawtooth Sabre +2
Weapon 3
Traits: Sword Melee Slashing Finesse Magic Veteran
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Thylacine (Ally 3)

Spoiler:
Thylacine
Ally 3
Traits: Animal
To Acquire: Wisdom Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Wolf (Ally 2)

Spoiler:
Wolf
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Incubus
Monster 2
Traits: Outsider Demon
To Defeat: Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Monster 2

Spoiler:
Mist Horror
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

Monster 3

Spoiler:
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.

Monster 4

Spoiler:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.

Monster 5

Spoiler:
Man-Eating Aurochs
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.

Random Barriers:

Barrier 1
Spoiler:
Explosive Runes
Barrier B
Traits: Trap Magic Arcane Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 2

Spoiler:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
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 3

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 4

Spoiler:
Explosive Runes
Barrier B
Traits: Trap Magic Arcane Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 5

Spoiler:
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. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Random Weapons:

Weapon 1
Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Weapon 2

Spoiler:
Rod of the Viper
Weapon 3
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Weapon 3

Spoiler:
Demonbane Light Crossbow +1
Weapon 1
Traits: Bow Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Weapon 4

Spoiler:
Marksman's Bow
Weapon 2
Traits: Bow Ranged Piercing Magic Veteran
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Weapon 5

Spoiler:
Quarterstaff of Vaulting
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
To Acquire: Strength Melee 9 OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:

Spell 1
Spoiler:
Heat Metal
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Refuge
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
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.

Spell 4

Spoiler:
Steal Soul
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spell 5

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.

Random Armor:

Armor 1
Spoiler:
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.

Armor 2

Spoiler:
Magic Shield
Armor B
Traits: Shield Offhand Magic Elite
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Armor of the Pious
Armor 2
Traits: Heavy Armor Magic Healing
To Acquire: Constitution Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Bejeweled Helm
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Corroded Helm
Armor B
Traits: Heavy Armor Corrupted Elite
To Acquire: Constitution Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Random Items:

Item 1
Spoiler:
Horn of Assured Victory
Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Item 2

Spoiler:
Fortune's Arrow
Item 3
Traits: Arrow Piercing Ranged Magic Mythic
To Acquire: Dexterity Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Item 3

Spoiler:
Portable Altar
Item B
Traits: Object Divine Elite
To Acquire: Wisdom Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Item 4

Spoiler:
Planar Tuning Fork
Item 2
Traits: Tool Magic
To Acquire: Intelligence Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Item 5

Spoiler:
Horn of Assured Victory
Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Random Allies:

Ally 1
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 2

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.

Ally 3

Spoiler:
Wolverine
Ally 1
Traits: Animal Veteran
To Acquire: Wisdom Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Ally 4

Spoiler:
Kamilo Dann
Ally 2
Traits: Human Soldier
To Acquire: None
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

Ally 5

Spoiler:
Jesker Helton
Ally 3
Traits: Human Cleric
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Random Blessings:

Blessing 1
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 2

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.

Blessing 3

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 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 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.

Turn: 6 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: 24

Blessings Deck Cards/Turn Order:

Blessings Deck Card 7 - Turn 7 Erasmus/Greenclaw

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 8 - Turn 8 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 - Turn 9 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 11 - Turn 11 Amaryllis/Void_Eagle

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 12 - Turn 12 Ukuja/Yewstance

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 13 - Turn 13 Erasmus/Greenclaw

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 14 - Turn 14 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 15 Ukuja/Yewstance

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 16 - Turn 16 Erasmus/Greenclaw

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 17 - Turn 17 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 19 - Turn 19 Erasmus/Greenclaw

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 20 - Turn 20 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 23 - Turn 23 Amaryllis/Void_Eagle

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 24 - Turn 24 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw

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 26 - Turn 26 Amaryllis/Void_Eagle

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 27 - Turn 27 Ukuja/Yewstance

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 28 - Turn 28 Erasmus/Greenclaw

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 29 - Turn 29 Amaryllis/Void_Eagle

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 30 - Turn 30 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cemetery
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Cemetery Card 1:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Cemetery Card 2:
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.
Cemetery Card 3:
Cultist Archer
Monster 2
Traits: Half-Elf Cultist Ranger
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order.
Cemetery Card 4:
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 encounter. 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.
Cemetery Card 5:
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.
Cemetery Card 6:
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.
Cemetery Card 7:
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.
Cemetery Card 8:
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.
Cemetery Card 9:
Cambion
Monster B
Traits: Outsider Demon Elite
To Defeat: Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
Cemetery Card 10:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
These foul worms are content to chew on the dead... or those who will be.
Cemetery Card 11:
Goblin Skull Bomb
Item P
Traits: Object Alchemical Attack Mythic
To Acquire: Intelligence Craft 11 OR BURY AN ALLY
Banish this card to add 1d20 to your combat check. You may additionally expend any number of mythic charges; for each charge expended, add 1d20. If you defeat the bane by at least 5, each character at your location is dealt 1d6 Fire damage. If you have the Goblin trait, bury this card instead of banishing it.
Can't put it back together, but you can get a new skull.

Paradise Hill
At This Location (Open): At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Amaryllis/Void_Eagle

Paradise Hill Card 1:
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.
Paradise Hill Card 2:
Toad Demon
Monster 3
Traits: Outsider Demon
To Defeat: Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Paradise Hill Card 3:
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.
Paradise Hill Card 4:
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.
Paradise Hill Card 5:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Paradise Hill Card 6:
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.
Paradise Hill Card 7:
Manual of War
Item 1
Traits: Book
To Acquire: Melee Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Paradise Hill Card 8:
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.
Paradise Hill Card 9:
Blessing of Baphomet
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Temple of Iomedae
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Yewstance

Forsaken Cloister
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/Greenclaw

Maze
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Maze Card 1:
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.
Maze Card 2:
Knight's Pennon
Item 2
Traits: Object
To Acquire: Charisma Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Maze Card 3:
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.
Maze Card 4:
Celestial Armor
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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:
Bilious Bottle
Barrier 1
Traits: Trap Poison Elite
To Defeat: None
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Maze Card 6:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Maze Card 7:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.


Deck Handler // Searching For: TBD

Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.

Ukuja moves to the Paradise Hill and takes his free exploration.
Paradise Hill Card 1: Blessing of Shax

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.
Ukuja automatically acquires Blessing of Shax with his Divine skill.

Ukuja recharges Blessing of the Ancients (the top card of the blessings discard pile is basic) to explore again.
Paradise Hill Card 2: Toad Demon

Toad Demon:

Monster 3
Traits: Outsider Demon
To Defeat: Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
That's rude; I'm not getting that +5, but I'm up for a challenge.
Ukuja reveals Stone Axe +1 for combat, and additionally discards it for an additional 2d6.
Ukuja discards Blessing of Shax to add a die.

After adding his number of Mythic Charges (2) to his Wisdom check, Ukuja expends a Mythic Charge to replace his highest die with a 1d20.
Combat 28 (Survival): 1d20 + 1d10 + 7 + 2 + 1d6 + 1 + 2d6 ⇒ (8) + (5) + 7 + 2 + (2) + 1 + (5, 4) = 34 -> Rough fight, but Toad Demon defeated. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively recharges Blessing of Ascension 2 from his discard pile.

Ukuja discards Crow to explore again.
Paradise Hill Card 3: Blasphemous Priest

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.
Difficulty Increase: 2d4 ⇒ (3, 3) = 6
Ukuja reveals Hatchet for combat, and discards Thylacine to his power to add 1d4+3 (Thylacine's AD#) to the combat check.
Combat 16 (Survival): 1d10 + 7 + 1 + 1d6 + 1d4 + 3 ⇒ (6) + 7 + 1 + (2) + (1) + 3 = 20 -> Blasphemous Priest defeated.

The hag dealt with, Ukuja fights his way through more of the monstrosities of the land in his search for the Paladin, drawing upon the power of curious symbols to waylay a massive toad-like demon, and hacking his way through undead clerics in another part of the ruins. Ukuja senses Amaryllis' scent on the wind, and makes to her location, finding Captain Oparal - the real Oparal - having already joined the sorcerer.

Ukuja tries to hide his relief, clasping the hands of each and offering his assistance.

Ukuja ends his turn and resets his hand.

Ukuja wrote:

Hand: Hatchet, Blessing of Milani, Snow Leopard, Terbutje, Captain Oparal, Cure, Blessing of the Gods,

Displayed: Python, Leryn,
Deck: 5 Discard: 14 Buried: 4
Notes: Blessings are free to use.
Snow Leopard may be recharged to add 1d4 to a combat check.
I'd rather save Cure for myself, but it may be used if needed, or you can recharge Captain Oparal to shuffle an ally or cohort of your choice from your discard pile into your deck.

Finally, at my location I'll reveal Captain Oparal to add 1d6 to any Melee or Divine check.
Mythic Charges: 1

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [X] 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 ([X] 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.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
Mythic Hierophant:
Mythic Path B

Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


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.

Python:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.

While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.


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

Ukuja's post reminded me that I forgot to use the Mythic Heirophant power on Erasmus's last check. Assuming it is OK to retcon, he also shuffles a random card from discard pile into his deck: Sign of the Lantern Bearer

It is the hour of Ascension
Recharge Detect Thoughts, Fiery Glare to add +3 to all checks this turn.
Move to Maze. Explore.

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.

Erasmus exits the cloister and finds himself at the entrance to a maze, which is curiously guarded by a pit trap. Surely mazes were meant to lure people in, but this one was protected. Perhaps there is something of value hidden at its centre?

Perception DC10: 1d6 + 5 + 3 ⇒ (6) + 5 + 3 = 14 Defeated!

The sharp-eyed medium has little trouble avoiding the trap and takes the first turn in the maze.

Free explore for defeating barrier

Knight's Pennon:

Item 2
Traits: Object
To Acquire: Charisma Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Recharge Valais Durant
Charisma DC9: 1d8 + 2 + 2 + 3 + 2d4 ⇒ (1) + 2 + 2 + 3 + (1, 1) = 10 Three 1's! Wow! Acquired!
Recharge BotGods from discard pile using Valais' power

Just inside the maze hangs a pennon. Perhaps it was left there by the last person to enter the maze as a marker to help track their path? Erasmus trusts himself to get out without its help and thinks it may have better uses, so tucks it into his pack before moving on.

Discard Sign of the Pack to explore again.

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.

A large fly comes buzzing out of the maze straight towards the medium's face. The demonic insect appears so quickly, even Baylock doesn't have time to speak up inside Erasmus' head. Not needing any guidance, however, the medium raises his crossbow and fires.

Display Knight's Pennon
Combat (Dexterity): 1d8 + 2 + 1d8 + 1d4 + 3 + 1 + 3 ⇒ (1) + 2 + (6) + (4) + 3 + 1 + 3 = 20 Defeated! Discard Light Crossbow for damage

The fly explodes as the crossbow bolt hits its abdomen at close range, but the foul insect was so close that the acid splashes onto Erasmus' weapon and renders it effectively useless. With a sigh, he tucks it away and prepares himself before heading in further.

End Turn. Reset Hand.

Erasmus wrote:

Hand: Mind Thrust, Blessing of Ascension, Sign of the Pack 1, Crystal Mail, Banner of Valor, Sign of the Lantern Bearer,

Displayed: Spirit Relatives (Baylock), Knight's Pennon,
Deck: 11 Discard: 2 Buried: 1
Notes: Knight's Pennon displayed and adds 1 to all combat checks. Use blessings or signs as needed. Banner of Valor can be displayed as needed to add 1d8 checks against demons at a location. Mythic Charges: 2. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X]+1 [X]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+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 ([X] 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 // Searching For: TBD
Erasmus by Greenclaw wrote:
Ukuja's post reminded me that I forgot to use the Mythic Heirophant power on Erasmus's last check. Assuming it is OK to retcon, he also shuffles a random card from discard pile into his deck: Sign of the Lantern Bearer

Note that Mythic Heirophant does not shuffle in a random card; it shuffles in a card of your choice from discard, it never says "random card".

Much like Captain Oparal chooses which ally to heal with her power, as it doesn't say "Random Ally".

Though, I did mis-remember Hierophant's power as 'recharge' rather than 'shuffle', and that's not the first time I've done so. Ugh. I'll fix my deck handler and make sure I don't make that mistake again.


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

Thanks for the pickup. That was a typo. Choosing Lantern Bearer to shuffle in.


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

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

Amaryllis stays at the Paradise Hill, and takes her free exploration.

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.

Slim chance, with the mythic charges, but I have one...
Intelligence 7: 1d4 + 3 ⇒ (1) + 3 = 4 -> Failed, banished.

Need to get something out of my hand so I can get a spell, so discarding Cleric of Nethys to examine the top two, put them back in any order, then explore.
Card #5: Grimslake
Card #6: Mendevian Crusader
Putting the Crusader on top, with the Henchman under it. Then exploring.

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.

Auto-acquire the crusader with a d12+6 vs 6

The cleric that is currently helping Amaryllis search the area around Paradise Hill points out the now-obvious sign of a Grimlake heading down the path. Being completely unprepared for battle, Amaryllis alerts her companions to this, and then heads the other direction, running into a Mendevian Crusader. It doesn't take long for her to convince him to join their cause.

Revealing Surgeon to heal Cleric of Nethys, then recharging Surgeon.

Amaryllis ends her turn and resets her hand.

Amaryllis wrote:

Hand: Blessing of Pharasma 2, Blessing of Pharasma 1, Mendevian Crusader, Ghost Whip, Incanter, Count Jeggare,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Either blessing is available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored card: Spell
Hand Size: 6 [ ] 7
Proficient with: [ ] Light Armor
POWERS
If you fail a check that has the Arcane trait ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

Mythic Archmage:
MYTHIC POWERS
Charges: 3
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Deck Handler // Searching For: TBD

Fix: Cleared Ukuja's recharge pile, since the last card he recharged should've been shuffled in. I'll not make that mistake again.

==================

Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.
Paradise Hill: Ukuja gains a Mythic Charge (now 2).

Ukuja examines the top card of the with Leryn's power.
Paradise Hill Card 5: Grimslake

I'll head off so as not to drag two of us into that BYA check.

Ukuja senses danger in the nearby lands, but no sign of their ultimate quarry. Amaryllis assures the Hunter that she can take care of whatever stalks them, and so Ukuja leaves the sorcerer, taking Oparal to hunt down the Hag Coven; reluctant to let her out of his sight again with the manipulative creatures around.

Ukuja moves to the Cemetery and takes his free exploration.
Cemetery Card 1: Ghoul

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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Ukuja reveals Terbutje for combat.
Combat 11 (Survival): 1d10 + 7 + 2 + 2d4 ⇒ (3) + 7 + 2 + (4, 4) = 20 -> Ghoul defeated.

The paladin guides them to a place of darkness; an old cemetery, in brighter times. Now infested with the undead, awoken by necromancers, conjurers, or simply by the worldwound's presence. Ukuja renders a few of them back to death with his obsidian-spiked club, but the Paladin's shining blade dispatches many more with ease.

Ukuja discards Snow Leopard to explore again.
Cemetery Card 2: Cold Iron Longsword

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.
Well, I'll reveal Captain Oparal to add 1d6 to my Melee skill, I suppose.
Melee 7 (untrained): 1d4 + 1d6 ⇒ (3) + (3) = 6 -> Failed, Cold Iron Longsword banished.

Ukuja discards Blessing of Milani to explore again.
Cemetery Card 3: Cultist Archer

Cultist Archer:

Monster 2
Traits: Half-Elf Cultist Ranger
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
BYA: Ukuja discards Blessing of the Gods, cloning Blessing of Ascension's power, to gain a Mythic Charge (now 3). Ukuja has the Perception skill thanks to Leryn.
Perception 9: 1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16 -> BYA passed.
Ukuja reveals Terbutje for combat.
Combat 14 (Survival): 1d10 + 7 + 3 + 2d4 ⇒ (8) + 7 + 3 + (1, 1) = 20 -> All "1s" on d4s were replaced with "3s" and Terbutje discarded, bringing the total to 24. Cultist Archer defeated.

Ukuja shouts out a warning when he glimpses a cloaked cultist preparing an ambush. Hearing Ukuja, Oparal raises her shield in time to deflect the incoming arrow, and Ukuja rushes towards the cultist; springing into action at an incredible pace to pounce before they can loose another arrow, braining them with his weapon.

Not that it was ever necessary, but I kind of keep forgetting that I can reveal Captain Oparal for bonus 1d6s here. I'm not using my Melee skill, but using my Terbutje or Hatchet with my Survival skill is still a Melee check because Melee is added as a trait due to my weapon's traits including it. Oops.

Well, I'm out of explorations.
Ukuja recharges Captain Oparal to shuffle Druid of the Leaf back into Ukuja's deck.

Ukuja turns to return to the Paladin... only to find the Paladin having disappeared. Ukuja grits his teeth, his neck feeling uncomfortably tight... another trick of the hags, or did she see something?

Ukuja reveals Cure to heal himself.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 -> Ukuja shuffles 4 random cards (Crow, Blessing of the Gods, Blessing of Ascension, Blessing of Milani) from his discard pile into his deck. Recharge pile cleared.
Divine 8: 1d10 + 5 + 3 ⇒ (3) + 5 + 3 = 11 -> Cure recharged.

Ukuja ends his turn and resets his hand.

Ukuja wrote:

Hand: Hatchet, Crow, Blessing of Ascension 2, Blessing of Milani, Captain Oparal, Blessing of the Ancients 2, Angelstep,

Displayed: Python, Leryn,
Deck: 6 Discard: 13 Buried: 4
Notes: Blessings are free to use (please use Ascension last).
Captain Oparal may be recharged to shuffle an ally or cohort of your choice from your discard pile into your deck.
At my location, you may recharge Angelstep to heal you.

At my location I'll reveal Captain Oparal to add 1d6 to any Melee or Divine check.
Mythic Charges: 3

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [X] 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 ([X] 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.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
Mythic Hierophant:
Mythic Path B

Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.

Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.


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.

Python:
Traits
Animal

Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.

While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.


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

It is the hour of Abadar
Erasmus recharges Banner of Valor to add +2 to all checks this turn.
Explore Maze

Celestial Armor:

Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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.

Recharge Sign of the Lantern Bearer
Constitution DC10: 2d6 + 2 ⇒ (6, 2) + 2 = 10 Acquired!

Erasmus chuckles to himself as she stumbles across a suit of the finest looking armour he's ever seen. With all the merchants that try to peddle him armour on a regular basis, it's inside a maze in the middle of nowhere that he finds the best stuff!?

Donning the shiny armour, he continues on.

Discard Sign of the Pack to explore again.

Bilious Bottle:

Barrier 1
Traits: Trap Poison Elite
To Defeat: None
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Displayed next to location

In his eagerness to put on the armour, however, Erasmus knocks over a small vial that was resting near where he found the items. A noxious gas starts to seep out of the bottle, filling the air with its contents. The medium curses himself for falling for what looks to be some sort of trap!

End Turn. Reset Hand.

Erasmus wrote:

Hand: Mind Thrust, Blessing of Ascension, Harrow Deck, Crystal Mail, Mind's Eye Blade, Celestial Armor,

Displayed: Spirit Relatives (Baylock), Knight's Pennon,
Deck: 11 Discard: 3 Buried: 1
Notes: Knight's Pennon displayed and adds 1 to all combat checks. Use blessings or signs as needed. Use Harrow Deck if needed to examine top 3 cards of location deck and put back in any order.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X]+1 [X]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+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 ([X] 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 Shadow Demon.

During This Scenario: Treat the villain Faxon as the villain Hag Coven. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
When you defeat a Grimslake, you may immediately attempt to close the location it came from.

Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant

Additional Rules:

Game Setup
If the scenario lists cohorts, each character may add 1 cohort from the list to her hand; put any remaining cohorts back in the box. If you have a mythic path card, put it next to your deck; you get a number of mythic charges equal to the scenario’s adventure deck number.

Mythic Paths
Mythic paths represent your epic lineage as a world savior. They are empowered by mythic charges. A mythic path enables permanent bonuses to certain checks and use of the mighty d20.
After you gain a mythic path card, you begin each scenario with a number of mythic charges equal to that scenario’s adventure deck number. Use the provided counters to track your mythic charges. If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge. You may expend charges for certain powers. When you reset your hand at the end of your turn, if you have more mythic charges than the scenario’s adventure deck number, expend charges down to that number.

Redemption Card
The redemption card lists all the weapons, items, and armors that have the Corrupted trait in the game. When a card allows you to redeem one of these cards, check it off on the redemption card; for the rest of the Wrath of the Righteous Adventure Path, that boon no longer has the Corrupted trait.
If your character deck includes a redemption card, when you are allowed to redeem a card, choose one of your cards that’s listed on that card and check it off. In any scenario that character plays, cards checked off on that redemption card no longer have the Corrupted trait.

Reference Cards:

Hag Coven (Villain)
Spoiler:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Grimslake (Henchman)

Spoiler:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.

Scale of Disguise (Loot)

Spoiler:
Scale of Disguise
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

Sacred Prism (Loot)

Spoiler:
Sacred Prism
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Banner of Valor (Loot)

Spoiler:
Banner of Valor
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Soulshear (Loot)

Spoiler:
Soulshear
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.

Scale of Sacred Weaponry (Loot)

Spoiler:
Scale of Sacred Weaponry
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.

Valais Durant (Cohort)

Spoiler:
Valais Durant
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.

Shadow Demon (Servitor Demon)

Spoiler:
Shadow Demon
Henchman 3
Type: Monster
Traits: Outsider Demon Incorporeal Servitor
To Defeat: Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." -- Spymaster Anevia

Wight (Summon)

Spoiler:
Wight
Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Summon)

Spoiler:
Fiendish Tree
Henchman B
Type: Monster
Traits: 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 (Summon)

Spoiler:
Ulkreth
Henchman B
Type: Monster
Traits: 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.

Corrupted Solider (Summon)

Spoiler:
Corrupted Soldier
Henchman B
Type: Monster
Traits: 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.

Cultist of Baphomet (Summon)

Spoiler:
Cultist of Baphomet
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Minotaur (Summon)

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.

Mythic Archmage (Mythic Path)

Spoiler:
Mythic Archmage
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Mythic Hierophant (Mythic Path)

Spoiler:
Mythic Hierophant
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.

Redemption Card

Spoiler:
Redemption
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
  • Amulet of the Abyss
  • Anarchy Hammer
  • Black Robe
  • Blackaxe
  • Book of the Damned
  • Corroded Helm
  • Fasciculus Labyrinthum
  • Ghoul Hide
  • Helm of the Serpent King
  • Horns of Naraga
  • Lexicon of Paradox
  • Monkey's Paw
  • Nahyndrian Elixer
  • Robe of the Rifts
  • Rod of the Viper
  • Skinstitcher's Manual
  • Soulshear
  • Stalker's Crossbow
  • Traitor's Blade
  • Unholy Aspergillum +3


Acquired Cards:

Blessing of Ascension (Blessing B) x4
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 of Shax (Blessing B)

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.

Celestial Armor (Armor 3)

Spoiler:
Celestial Armor
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you 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.

Druid of the Leaf (Ally 3)

Spoiler:
Druid of the Leaf
Ally 3
Traits: Human Druid Veteran
To Acquire: Perception 7 OR Charisma Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Fiery Glare (Spell B)

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.

Full Plate (Armor B)

Spoiler:
Full Plate
Armor B
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Good Omen (Spell B)

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.

Horn of Battle Clarity (Item B)

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.

Knight's Pennon (Item 2)

Spoiler:
Knight's Pennon
Item 2
Traits: Object
To Acquire: Charisma Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Life Drain (Spell 1)

Spoiler:
Life Drain
Spell 1
Traits: Magic Arcane Divine Attack Healing Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Mendevian Crusader (Ally B)

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.

Sawtooth Sabre +2 (Weapon 3)

Spoiler:
Sawtooth Sabre +2
Weapon 3
Traits: Sword Melee Slashing Finesse Magic Veteran
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Thylacine (Ally 3)

Spoiler:
Thylacine
Ally 3
Traits: Animal
To Acquire: Wisdom Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Wolf (Ally 2)

Spoiler:
Wolf
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Incubus
Monster 2
Traits: Outsider Demon
To Defeat: Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Monster 2

Spoiler:
Mist Horror
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

Monster 3

Spoiler:
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.

Monster 4

Spoiler:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.

Monster 5

Spoiler:
Man-Eating Aurochs
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.

Random Barriers:

Barrier 1
Spoiler:
Explosive Runes
Barrier B
Traits: Trap Magic Arcane Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 2

Spoiler:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
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 3

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 4

Spoiler:
Explosive Runes
Barrier B
Traits: Trap Magic Arcane Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 5

Spoiler:
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. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Random Weapons:

Weapon 1
Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Weapon 2

Spoiler:
Rod of the Viper
Weapon 3
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Weapon 3

Spoiler:
Demonbane Light Crossbow +1
Weapon 1
Traits: Bow Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Weapon 4

Spoiler:
Marksman's Bow
Weapon 2
Traits: Bow Ranged Piercing Magic Veteran
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Weapon 5

Spoiler:
Quarterstaff of Vaulting
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
To Acquire: Strength Melee 9 OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:

Spell 1
Spoiler:
Heat Metal
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Refuge
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
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.

Spell 4

Spoiler:
Steal Soul
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spell 5

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.

Random Armor:

Armor 1
Spoiler:
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.

Armor 2

Spoiler:
Magic Shield
Armor B
Traits: Shield Offhand Magic Elite
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Armor of the Pious
Armor 2
Traits: Heavy Armor Magic Healing
To Acquire: Constitution Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Bejeweled Helm
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Corroded Helm
Armor B
Traits: Heavy Armor Corrupted Elite
To Acquire: Constitution Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Random Items:

Item 1
Spoiler:
Horn of Assured Victory
Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Item 2

Spoiler:
Fortune's Arrow
Item 3
Traits: Arrow Piercing Ranged Magic Mythic
To Acquire: Dexterity Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Item 3

Spoiler:
Portable Altar
Item B
Traits: Object Divine Elite
To Acquire: Wisdom Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Item 4

Spoiler:
Planar Tuning Fork
Item 2
Traits: Tool Magic
To Acquire: Intelligence Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Item 5

Spoiler:
Horn of Assured Victory
Item 2
Traits: Instrument Magic
To Acquire: Constitution Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Random Allies:

Ally 1
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 2

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.

Ally 3

Spoiler:
Wolverine
Ally 1
Traits: Animal Veteran
To Acquire: Wisdom Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Ally 4

Spoiler:
Kamilo Dann
Ally 2
Traits: Human Soldier
To Acquire: None
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

Ally 5

Spoiler:
Jesker Helton
Ally 3
Traits: Human Cleric
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Random Blessings:

Blessing 1
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 2

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.

Blessing 3

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 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 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.

Turn: 11 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: 19

Blessings Deck Cards/Turn Order:

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 12 - Turn 12 Ukuja/Yewstance

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 13 - Turn 13 Erasmus/Greenclaw

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 14 - Turn 14 Amaryllis/Void_Eagle

Spoiler:
Blessing of the Starsong
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 15 Ukuja/Yewstance

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 16 - Turn 16 Erasmus/Greenclaw

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 17 - Turn 17 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 19 - Turn 19 Erasmus/Greenclaw

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 20 - Turn 20 Amaryllis/Void_Eagle

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 Ukuja/Yewstance

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 Erasmus/Greenclaw

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 23 - Turn 23 Amaryllis/Void_Eagle

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 24 - Turn 24 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw

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 26 - Turn 26 Amaryllis/Void_Eagle

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 27 - Turn 27 Ukuja/Yewstance

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 28 - Turn 28 Erasmus/Greenclaw

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 29 - Turn 29 Amaryllis/Void_Eagle

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 30 - Turn 30 Ukuja/Yewstance

Spoiler:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cemetery
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Ukuja/Yewstance

Cemetery Card 1:
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 encounter. 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.
Cemetery 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.
Cemetery Card 3:
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.
Cemetery Card 4:
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.
Cemetery Card 5:
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.
Cemetery Card 6:
Cambion
Monster B
Traits: Outsider Demon Elite
To Defeat: Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
Cemetery Card 7:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
These foul worms are content to chew on the dead... or those who will be.
Cemetery Card 8:
Goblin Skull Bomb
Item P
Traits: Object Alchemical Attack Mythic
To Acquire: Intelligence Craft 11 OR BURY AN ALLY
Banish this card to add 1d20 to your combat check. You may additionally expend any number of mythic charges; for each charge expended, add 1d20. If you defeat the bane by at least 5, each character at your location is dealt 1d6 Fire damage. If you have the Goblin trait, bury this card instead of banishing it.
Can't put it back together, but you can get a new skull.

Paradise Hill
At This Location (Open): At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Amaryllis/Void_Eagle

Paradise Hill Card 1 (Grimslake):
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Paradise Hill Card 2:
Manual of War
Item 1
Traits: Book
To Acquire: Melee Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Paradise Hill Card 3:
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.
Paradise Hill Card 4:
Blessing of Baphomet
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Temple of Iomedae
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Forsaken Cloister
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Maze
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Erasmus/Greenclaw, Bilious Bottle

Bilious Bottle (Displayed):
Bilious Bottle
Barrier 1
Traits: Trap Poison Elite
To Defeat: None
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
Maze Card 1:
Grimslake
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.
Maze Card 2:
Hag Coven
Villain 3
Type: Monster
Traits: Hag
To Defeat: Combat 24 OR Knowledge Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.


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 stays at the Paradise Hill, and takes her free exploration.

Grimslake:
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 22 OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
Scenario: When you defeat a Grimslake, you may immediately attempt to close the location it came from.
These foul worms are content to chew on the dead... or those who will be.

For the BYA check, I have Fortitude, but it's still a 50/50, so I'm going to discard a blessing to give myself a die.
Fortitude 8: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7 -> Success. Just barely, but it works. For the combat, I'm going to use Ghost Whip, then revealing Jeggare for an additional d6, and recharging the Incanter for another d6
Combat (Arcane) 22: 1d12 + 4 + 2 + 3 + 2d8 + 1d6 + 1d6 ⇒ (8) + 4 + 2 + 3 + (2, 5) + (1) + (3) = 28 -> Success! Grimslake defeated and banished. Auto-recharging Ghost Whip (d12+9 vs 10)

Having gathered her mystical energy, Amaryllis heads down to meet the Grimslake in battle. Bolstered by her allies, she summons forth an incorporeal whip and uses it to entangle the abomination until it gives up.

Should I close it? There's a spell, an item, and either a blessing or the villain in here. My inclination would be to close it, since that way we'll know if the villain is here, and it'll take me 1-2 more turns to clear it out if not. But I know Ukuja is looking for upgrades. Thoughts? (BR: If I need to decide right now, it's closed.)

Either way, I'm ending my turn here, since if it's closed there's nothing to do, and if it's not I can't fight the villain if it's here.

Amaryllis wrote:

Hand: Blessing of Pharasma 2, Binder's Tome, Mendevian Crusader, Life Drain, Anathemic Volume, Count Jeggare,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: The blessing is available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored card: Spell
Hand Size: 6 [ ] 7
Proficient with: [ ] Light Armor
POWERS
If you fail a check that has the Arcane trait ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

Mythic Archmage:
MYTHIC POWERS
Charges: 3
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Er... that BYA doesn’t look successful to me. But, it also seems to be missing the extra die from the blessing? What’s going on there?


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

Honestly, not sure. I know I had to go up and re-edit a couple of my tags after doing the preview (missed some closing ooc ones), but I don't see how that would've caused it to drop a 2 from within a tag. It was originally a 9. Here's what it should've been:
Fortitude 8: 2d8 + 1 + 2 ⇒ (8, 4) + 1 + 2 = 15


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

I'm happy for the location to be closed, but don't feel strongly enough about it that I would mind if we want to keep it open to loot it more thoroughly. Happy to let Ukuja cast the deciding vote.


Deck Handler // Searching For: TBD

I'm up for closing it; not much to gain by keeping it open and we're not saving any resource if we didn't close it (since we'd have to do it at some point).


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

OK, closed. Mythic charge is spent. Drawing a non-basic ally from the box:

Ally #1: 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.

Amaryllis wrote:

Hand: Blessing of Pharasma 2, Binder's Tome, Mendevian Crusader, Life Drain, Bat, Count Jeggare,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: The blessing is available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored card: Spell
Hand Size: 6 [ ] 7
Proficient with: [ ] Light Armor
POWERS
If you fail a check that has the Arcane trait ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

Mythic Archmage:
MYTHIC POWERS
Charges: 2
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Forgot to check if the villain was in there. Just did, it's not, so the location is closed.

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