
Ukuja - Yewstance |

Note to the GM; nested in the very top of the "Blessings Deck Cards/Turn Order" spoiler is the duplicate of the top of the blessing discard pile, which threw me off. Before scrolling down to compare to Turn 30, I didn't know whether the spoilers were above or below the labelled turn.
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Ukuja starts his turn.
Blessing of Abadar discarded from the blessings deck.
Ukuja examines the top card of the with Leryn's power.
Cemetery Card 1: Arboreal Blight
Ukuja stays at the Cemetary, then takes his free exploration to encounter the 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.
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.
Ukuja reveals Hatchet for combat. The Hatchet adds the Melee trait to the check, and so Ukuja reveals Captain Oparal to add 1d6.
Ukuja discards Blessing of Ascension 2 to gain a Mythic Charge, adding +1 to his check.
After adding his number of Mythic Charges (4) to his Wisdom/Charisma check, Ukuja expends a Mythic Charge to replace his highest die with a 1d20.
Combat 19 (Survival): 1d20 + 7 + 4 + 1d6 + 1d6 ⇒ (6) + 7 + 4 + (1) + (2) = 20 -> Phew, low rolls.
AYA: Ukuja places Python on top of his deck to ignore the AYA power.
Fiendish Tree defeated. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively shuffles Blessing of Ascension 3 from his discard pile into his deck, clearing his recharged pile (which also shuffles his topdecked Python somewhere).
Turn paused for other players to deal with the Fiendish Trees.
Hand: Hatchet, Blessing of Milani, Captain Oparal, Blessing of the Ancients 2, Angelstep,
Displayed: Leryn,
Deck: 8 Discard: 14 Buried: 4
Notes: Blessings are free to use.
Mythic Charges: 3
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:
Die Bumps remaining: 2
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.
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.
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.

Erasmus by Greenclaw |

Reveal Celestial Armor to negate BYA damage.
Reveal Mind's Eye Blade. Discard Blessing of Ascension
Combat (Dexterity) DC19: 2d8 + 1d4 + 2 + 1d4 + 3 ⇒ (6, 4) + (3) + 2 + (2) + 3 = 20 Defeated!
Reveal Celestial Armor to negate AYA damage.
Erasmus' new armor proves its worth almost immediately, as it saves him from being pierced in the chest by a demonic tree's branch. "See what I always told you about getting decent armor, brother?" Baylock pipes up inside his head. "Get that first before worrying about better weapons. You can't use a magically enhanced blade from the grave!"
Erasmus doesn't completely disagree with his brother's words, but then responds by using his magically enhanced blade to carve into the tree, thinking his counter argument was also rather convincing...until the armor saves him from a second nasty attack and he has to concede.

BR skizzerz |

Note to the GM; nested in the very top of the "Blessings Deck Cards/Turn Order" spoiler is the duplicate of the top of the blessing discard pile, which threw me off. Before scrolling down to compare to Turn 30, I didn't know whether the spoilers were above or below the labelled turn.
Oops. Forgot to delete that spoiler when I was flipping the turn, sorry! The labels are indeed always above the spoiler. What follows is a scenario update post-Arboreal Blight encounter. It's still Ukuja's turn, and Cemetery has been updated to banish the Blight. Amaryllis must still summon and encounter a Fiendish Tree.
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
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.
Hag Coven (Villain)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B) x4
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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.
Monster 1
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
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
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
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
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
Barrier 1
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
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
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
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
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.
Weapon 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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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: 12 Ukuja/Yewstance
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck Card 13 - Turn 13 Erasmus/Greenclaw
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
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
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
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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
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
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
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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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
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
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
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: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Ukuja/Yewstance
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.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Weapon 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.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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.
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.
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
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.
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.
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.
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
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.
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.
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.

Amaryllis - Void_Eagle |
Off-turn combat against the Fiendish Tree.
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.
Combat (Arcane) 19: 3d12 + 4 + 2 + 2 + 2d4 + 1d6 ⇒ (11, 6, 2) + 4 + 2 + 2 + (1, 2) + (3) = 33 -> Defeated, discarding Bat for the AYA damage. Auto-recharging Life Drain (d12+8 vs 9), and then healing a random card (Blessing of Pharasma 1)
Satisfied with her cleansing of Paradise Hill, Amaryllis is surprised when a demon-possessed tree suddenly rise from the ground. Summoning her arcane energy, she throws everything she has at it (including her new-found bat friend) and is able to crush it back into the ground.
BR: Just a reminder that I defeated the Grimslake and closed Paradise Hill. Your most recent post still shows it as unchanged from before my last turn.

Ukuja - Yewstance |

Nice work all; sorry about the damage, Amaryllis.
In the future I'll refine a list of botting instructions to include in my Deck Handler, so that Ukuja can be botted off-turn to speed the game up in the case of Demonic Hordes, Arboreal Blights and the like. As a general rule of thumb, assume that Ukuja is happy to be botted for single checks (Temp-closing, BYAs, etc).
=========================
All Fiendish Trees were defeated; nothing else happens, and Arboreal Blight is defeated.
As Ukuja looks for the paladin, the land itself - twisted and putrid - twists to fight him; a lone, 'dead' tree tearing its roots from the earth to latch at the Hunter. With the assistance of his great Python to free himself from its entangling roots, the elf leaps over the fiendish tree's further attacks, hatchet in hand, to hack at the wooden exterior of the tree; cleaving its root network and cutting off any branches it tries to animate to strike at him.
Ukuja doesn't let up his attacks; hacking it to pieces until its little more than firewood. Taking a break to catch his breath, the hunter goes to find his brave Python; finding it wounded from the Tree's attack, and he gently heals the worst of its wounds with magic and binds the rest, giving it some time to heal.
Ukuja discards Blessing of Milani to explore again.
Cemetery Card 1: 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.
Constitution 4: 1d6 ⇒ 3 -> Failed. Magic Half-Plated banished.
Hm... Not certain whether I want to explore again or not, with my resources all running low. But I have a way to solve that uncertainty.
Ukuja places Leryn on top of his deck to examine the top two cards of his location deck.
Cemetery Card 2: Blessing of Ascension
Cemetery Card 3: Lance +1
Ukuja sends Leryn out to scout the surroundings - at the sound of her excited yipping, Ukuja comes running!
Ukuja discards Blessing of the Ancients to examine, then explore to encounter the Blessing of Ascension.
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.
It's Oparal! The Paladin appears deep in thought, unharmed, and after Leryn confirms that it's really her Ukuja waves her down.
"I thought I saw... nevermind." The paladin excuses herself, shaking her head. Ukuja encourages them both to keep moving.
Ukuja discards Blessing of Ascension to explore.
Cemetery Card 3: 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.
Ukuja reveals Angelstep to heal himself.
Angelstep: 1d4 + 1 ⇒ (3) + 1 = 4 -> Ukuja randomly shuffles 4 cards (Blessing of the Ancients 2, Thylacine, Blessing of Ascension 2, Wolf) into his deck. Recharged pile cleared, as well as the topdecked Leryn.
Angelstep is auto recharged with Survival (Survival 9: 1d10+7+3).
Ukuja recharges Captain Oparal to shuffle Fox from Ukuja's discard pile into his deck, clearing his recharged pile.
As the duo - not counting the veritable army of animals following Ukuja's every move - continue to scout out these dark lands, Ukuja creates more healing poultice from the herbs from his pack, ensuring he's prepared for whatever comes.
That brings me well back into health.
Ukuja ends his turn and resets his hand.
Hand: Hatchet, Bloodscent, Blessing of Ascension 3, Thylacine, Leryn, Angelstep, Blessing of Ascension 2,
Displayed:
Deck: 10 Discard: 12 Buried: 4
Notes: See below.
Mythic Charges: 3
At the beginning of Erasmus' turn, Ukuja displays Leryn once again.
Hand: Hatchet, Bloodscent, Blessing of Ascension 3, Thylacine, Angelstep, Blessing of Ascension 2,
Displayed: Leryn,
Deck: 10 Discard: 12 Buried: 4
Notes: I've redrawn my Angelstep, which is nice. If anyone really wants a location examine, I can clumsily force one by healing myself with Angelstep, then using Bloodscent on the recharge check, which lets me examine the top card of any location when it inevitably passes.
If you want to examine the Cemetary, simply have Ukuja topdeck Leryn to examine.Otherwise, my Blessings are free to use, and any character at my location may be healed by Angelstep. Ukuja is able to examine any location, so feel free to do so if the information will be helpful.
Mythic Charges: 3
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:
Die Bumps remaining: 2
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.
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.
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.
Erasmus may examine the top card of the Maze, from defeating a monster with his Mind's Eye Blade. (He can't really examine the Cemetery, as I've already explored the card he would've examined)

Erasmus by Greenclaw |

Erasmus examines top card of Maze: Grimslake after defeating the last monster.
It is the hour of Deskari
At start of turn, recharge Harrow Deck to add +2 to all checks this turn.
Explore Maze
Bilious Bottle: 1d4 ⇒ 4
Before the gas from the vial starts to spread, Erasmus quickly manages to stop it with some crumpled paper, averting any nasty effects from the no doubt poisonous substances still swirling inside it.
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.
BYA Constitution DC8: 1d6 + 2 ⇒ (6) + 2 = 8 Lucky!
Discard Mind Thrust. Recharge Crystal Mail. Add 2 mythic charges and Knight's Pennon. Ask for Blessing of Ascension from Ukuja
Combat (Perception) 22: 2d6 + 5 + 1d6 + 3 + 1d4 + 2 + 2 + 1 ⇒ (3, 1) + 5 + (6) + 3 + (1) + 2 + 2 + 1 = 24
Auto recharge spell at Perception DC7 at +9
Erasmus encounters a horrible sight, a large maggotlike creature feasting on the corpses of several unfortunate adventurers. Turning to face him, the horrific creature attempts to flick its long tail to grab the medium, but he has enough strength to pull free of its clasp. Sending a powerful burst of psychic energy into what passes for the thing's mind, Erasmus manages to deal with the beast.
He finally finds the centre of the maze and is not surprised to find a demonic minotaur waiting for him.
Attempt to close
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.
Intelligence DC7: 1d8 + 2 ⇒ (7) + 2 = 9 Lucky again!
BYA Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Bury Celestial Armor to reduce damage to 0
Reveal Mind's Eye Blade
Examine top card of Cemetery. It's Blessing of Ascension
Combat (Dexterity) DC18: 1d8 + 2 + 1d4 + 2 + 1d4 + 3 + 2 + 1 + 3 ⇒ (6) + 2 + (3) + 2 + (4) + 3 + 2 + 1 + 3 = 26 Location Closed!
Erasmus random other location: 1d4 ⇒ 4 Forsaken Cloister
The creature reacts first, slashing into Erasmus' armor with a sharp axe. Once again the armor saves his life, although is destroyed in the process. Taking advantage of the opening, the medium then lunges forward with his blade, stabbing it deep into the minotaur's heart
End Turn. Reset Hand.
Hand: Talisman Crafter, Force Missile, Blessing of Sarenrae, Harrowed Society Student, Mind's Eye Blade, Hand Crossbow,
Displayed: Spirit Relatives (Baylock), Knight's Pennon,
Deck: 9 Discard: 4 Buried: 2
Notes: Knight's Pennon displayed and adds 1 to all combat checks. Use blessings or signs as needed.
Sideboard cards:
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.

Erasmus by Greenclaw |

Oh wow, forgot that the villain was on the loose. OK, so Erasmus stays put at the Maze then. Still ends his turn and resets his hand, though.

Ukuja - Yewstance |

Well since there's only the villain at the Maze and 4 cards left in the Cemetary as the only remaining cards left in locations, I may as well reveal half of the unknown ones right now.
Ukuja places Leryn on top of his deck to examine the top two cards of his location deck.
Cemetery Card 4: Blessing of Ascension
Cemetery Card 5: Cambion
Nothing interesting; the bottom 2 cards are an unknown item and a henchman. I'm happy to go for the win at any point. I'll include my botting instructions in a spoiler below.
Hand: Hatchet, Bloodscent, Blessing of Ascension 3, Thylacine, Angelstep, Blessing of Ascension 2,
Displayed:
Deck: 10 Discard: 12 Buried: 4
Notes: When the villain is encountered, please bot Ukuja as below.
Mythic Charges: 3
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:
Die Bumps remaining: 2
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.
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.
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.
=============================
BEFORE any character chooses to explore into the villain, Ukuja will discard Blessing of Ascension 2 to gain a Mythic Charge (up to 4).
When Hag Coven is originally flipped over, Ukuja will temporarily close the Cemetery; drawing a card (Unknown?) then bury whatever he drew, just to make botting easier.
Ukuja will reveal Hatchet for combat against his copy of the Hag Coven.
Then will set aside Bloodscent to add 1d10.
Then discard Blessing of Ascension 3 to add a die.
Then will discard Thylacine to his power to add 1d4+3.
Then expend all 4 Mythic Charges to replace his 4 highest dice with 1d20s.
His final dice are as follows against his copy of the villain.
Combat 24: 1d10+7+4+1d6+1d10+1d10+1d4+3 [+ d20 conversion] -> 4d20+1d4+14

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of the Starsong discarded from the Blessings Deck.
Amaryllis stays at the Paradise Hill. Since I'm in no position to do much, and will need to fight the Coven when we encounter it, I'm just staying here, ending my turn, and resetting my hand.
Hand: Pyrotechnic Blast, Binder's Tome, Blessing of the Spellbound 2, Blessing of Pharasma 1, Cleric of Nethys, Count Jeggare,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Either blessing is available if needed, although if all we're doing is fighting the Coven then they can't be played for other people anyway.
Sideboard cards:
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.
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.

Ukuja - Yewstance |

I had assumed that Amaryllis was going to finish us off... but didn't realise that she didn't have an Attack spell in hand. Fair enough.
Super short turn for Ukuja, then...
=================
Ukuja explores to encounter and automatically acquire Blessing of Ascension from the top of the Cemetery. That's the 5th acquired by him this game.
Ukuja reveals Angelstep to heal himself.
Angelstep: 1d4 + 1 ⇒ (3) + 1 = 4 -> Ukuja randomly shuffles 4 cards (Blessing of Milani, Horn of Battle Clarity, Sawtooth Sabre +2, Full Plate) into his deck. Recharged pile cleared, and Leryn shuffled in from the top of his deck.
Angelstep is auto recharged with Survival (Survival 9: 1d10+7+3).
Ukuja ends his turn and resets his hand.
Hand: Hatchet, Bloodscent, Blessing of Ascension 3, Thylacine, Blessing of Ascension 5, Cure, Blessing of Ascension 2,
Displayed:
Deck: 15 Discard: 9 Buried: 4
Notes: When the villain is encountered, please bot Ukuja as below.
Mythic Charges: 3
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:
Die Bumps remaining: 2
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.
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.
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.
At the beginning of Erasmus' turn, Ukuja discards Blessing of Ascension 3 to gain a Mythic Charge (now 4), and discards Blessing of Ascension 5 to gain a Mythic Charge (now 5).
Ukuja will reveal Hatchet for combat against his copy of the Hag Coven.
Then sets aside Bloodscent to add 1d10.
Then discards Blessing of Ascension 2 to add a die (1d10).
Then discards Thylacine to his power to add 1d4+3.
Then expend all 5 Mythic Charges to replace all 5 dice with 1d20s.
His final dice are as follows against his copy of the villain.
Combat 24: 1d10+7+5+1d6+1d10+1d10+1d4+3 [+ d20 conversion] -> 5d20+15

Erasmus by Greenclaw |

Start of turn: Erasmus recharges Force Missile to add +2 to all checks this turn.
Explore Maze
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's spoilered Combat vs. his Hag DC24: 5d20 + 15 ⇒ (19, 12, 14, 6, 6) + 15 = 72 That ought to do it!
Erasmus has barely a moment to enjoy his victory over the Minotaur when the air is filled with the nerve tingling sound of cackling laughter. The image of a hideous hag appears in front of the medium, the cackling threatening to twist Erasmus' mind. Fighting with every strand of mental toughness he has, and trying to focus instead on the voices of his departed and beloved family within his own mind, he tries to disbelieve and therefore defeat the illusion.
Amaryllis also needs to encounter a Hag Coven before Erasmus encounters his. Erasmus' check spoilered below
Discard Blessing of Sarenrae to add an extra die.
Add mythic charges & Knight's Pennon
Perception DC15: 2d6 + 5 + 1d6 + 2 + 2 + 1 ⇒ (3, 6) + 5 + (4) + 2 + 2 + 1 = 23 Defeated!

Amaryllis - Void_Eagle |
Off-turn encounter with Hag Coven.
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.
Using Pyrotechnice Blast against the Coven, revealing Jeggare and Binder's Tome to add a d6 and d4, respectively, and discarding the BoPharasma for an additional two dice.
Combat (Arcane) 24: 3d12 + 4 + 2 + 2 + 2d4 + 1d6 + 1d4 ⇒ (5, 5, 1) + 4 + 2 + 2 + (3, 4) + (4) + (4) = 34 -> Defeated! Not quite as good as Ukuja, but it'll suffice.
Amaryllis's short rest on Paradise Hill is broken by the sudden appearance of another member of the coven. Through her cackle, Amaryllis can hear a note of desperation, and knows her and her allies have the coven on the ropes. Summoning all her energy, she sends a fiery blast towards the hag, and when the smoke clears there's no sign of the her.

BR skizzerz |

Note: My above scenario update on this page has an error; Paradise Hill was previously closed by Amaryllis. Not sure why I didn't catch that...
Development
In an ossuary beneath Storasta, Count Jeggare reveals a tableau of bones. In it, three figures perform a ritual. Jeggare points to one of them. “The witch Areelu Vorlesh was seduced by Deskari’s promises of power,” he says. “Her treachery opened the Worldwound.”
In the image, Areelu Vorlesh holds the Lexicon of Paradox. It matches the description you were given, except it has an extra pictogram upon its spine.
“The symbol represents Widowknife Clanhold in Undarin, Areelu Vorlesh’s stronghold,” says the count. “We have no time to spare. We must reach Undarin before my old adversary, Prince Kasiya.”
“You think my teeth are something, eh?” Radovan makes fangs with his fingers. “Wait till you see Kasiya’s.”
Reward
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Black Robe. At the end of each scenario, return the loot to the game box.
Acquired Cards
Bat (Ally B)
Blessing of Ascension (Blessing B) x6
Blessing of Shax (Blessing B)
Celestial Armor (Armor 3)
Druid of the Leaf (Ally 3)
Fiery Glare (Spell B)
Full Plate (Armor B)
Good Omen (Spell B)
Horn of Battle Clarity (Item B)
Knight's Pennon (Item 2)
Life Drain (Spell 1)
Mendevian Crusader (Ally B)
Sawtooth Sabre +2 (Weapon 3)
Thylacine (Ally 3)
Wolf (Ally 2)
1x Weapon 3
1x Spell 1
2x Spell B
1x Armor 3
1x Armor B
1x Item 2
1x Item B
2x Ally 3
1x Ally 2
2x Ally B
7x Blessing B

BR skizzerz |

1-3B: Sovereign of Sacrifice
Before reaching your destination, you come to a castle high atop a cliff. Below, a small village sits behind half a dozen meager plots of tilled land. The residents retreat behind the village walls. “We need water,” says Captain Oparal, “and we could use a fortified position in case we need to retreat from Undarin.”
Count Jeggare flips to the maps in his journal. “Valahuv,” he says. “According to Pastor Shy’s Witch-Cults of Northern Avistan, it was home to the Dweller in the Delvegate, also known as Ommors. Hmm. She was worshipped as a blood goddess.”
“Blood goddess?” Radovan rubs his chest and then smiles and slides his hand to his throat. “Vampires are enough of a pain in the neck.”
“Pastor Shy was an inconsistent chronicler. Perhaps these rumors are unfounded.”
“Not this close to the Worldwound,” says Oparal. “Here, every horrible thing you hear is true.”
“A good point, Captain,” says Jeggare.
“Pain in the neck,” says Radovan. “Vampires! Get it?”
Oparal and the count sigh in unison.
“I don’t care what you guys think,” says Radovan. “I think I’m funny.”
“So do we all,” says Oparal. “But looks aren’t everything.”
Radovan does a double take. “When did you start getting funny?”
“We must employ diplomacy with the residents of Valahuv,” says Count Jeggare.
Oparal nods. “The village must have its own god-caller.”
“Summoner.”
“The question is whether this summoner serves Ommors.”
“Even if so, we may be able to negotiate an exchange of rations and supplies. In the meantime, we must be mindful not to let any member of our company, Radovan, slip away with one of the local women, Radovan, only to be rendered a blood sacrifice, Radovan.”
“Surely he needs no such reminder,” says Oparal.
“It’s all right,” says Radovan. “The boss can’t say he told me so later unless he tells me so now.”

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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 Amaryllis/Void_Eagle
Blessings Remaining: 30
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Great Hall
At This Location (Open): When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Marketplace
At This Location (Open): When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Sacristy
At This Location (Open): On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Ukuja - Yewstance |

Well I finally put up a Redemption Sheet on my Deck Handler, kinda.
Strategy-wise, may be worth skipping boons on occasion. Whilst acquiring them may accelerate us towards the henchman/villain of a location; it can also put them straight to the bottom of the deck, or banish a higher AD# boon. Eesh. That said, it makes topdecking Leryn a more powerful strategy for Ukuja.
Also note the unusual henchman Feeding Time... though all of us are well suited to the required Charisma/Diplomacy/Survival/Stealth checks offered.
Ukuja chooses to start with the Hunter Class Deck Cohorts Leryn and Giant Chameleon. The Giant Chameleon gives me a free evade against monsters, so that may be helpful at the Great Hall later.
Ukuja will take the scenario Cohort Captain Oparal.
Ukuja will start at the Sacristy. I should be able to clear it out quickly.
Ukuja chooses Ally as his Favored Card Type, but I'll draw my starting hand after Deck Upgrade decisions are finalized.

Erasmus by Greenclaw |

Erasmus will start at the Great Hall
Will take Valais Durant as cohort again.
Hand: Spirit Relatives, Blessing of Sarenrae, Banner of Valor, Mind Thrust, Force Missile, Sign of the Pack 1, Mind's Eye Blade, Valais Durant,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Use blessing or signs as needed.
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+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.

Amaryllis - Void_Eagle |
I'll start at the Marketplace, and will take Jeggare as my cohort again. I'm also swapping out the Bestiary for the Scale of Disguise.
Hand: Count Jeggare, Sphere of Fire, Blessing of the Gods 1, Life Drain, Blessing of Pharasma 2, Anathemic Volume, Blessing of the Spellbound 1,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Either blessing is available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +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.
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.

Ukuja - Yewstance |

Ukuja draws his opening hand (Favored Card Type; Ally).
Hand: Charm Animal, Snapping Flytrap, Blessing of the Gods, Blessing of the Ancients, Bloodscent, Elk, Call Animal, Captain Oparal, Giant Chameleon, Leryn,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: On the first turn, Ukuja displays his Hunter Class Deck Cohorts, then buries Charm Animal to draw a random animal ally.I've no actual weapon... but that's fine; I'm at a location without banes, the henchman isn't a combat check, and I can evade encounters anyway.
Blessings are free to use, and Call Animal is free to use on a check against an animal ally.
Mythic Charges: 3
Dexterity d10 [X] +1 [X] +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:
Die Bumps remaining: 2
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.
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.
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.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Monster 1
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Monster 2
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 3
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.
Monster 4
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.
Monster 5
Monster 3
Traits: Outsider Demon Vermin
To Defeat: Combat 23
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
Barrier 1
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier 2
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.
Barrier 3
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 4
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 3
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Spell 1
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.
Spell 2
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 3
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 4
Spell 3
Traits: Magic Arcane Trap Elite
To Acquire: Intelligence Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
Spell 5
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
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 4
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
Armor 5
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.
Item 1
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 2
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.
Item 3
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 4
Item B
Traits: Accessory Magic Elite
To Acquire: Dexterity Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Item 5
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Ally 1
Ally B
Traits: Human Hireling
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 2
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 3
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Ally 4
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 5
Ally B
Traits: Human Ranger
To Acquire: Wisdom Survival Charisma Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing 1
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 2
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 3
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
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
Blessing 5
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.
Turn: 1 Amaryllis/Void_Eagle
Top of Blessing Discard Pile:
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 Card 2 - Turn 2 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 3 - Turn 3 Erasmus/Greenclaw
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.
Blessings Deck Card 4 - Turn 4 Amaryllis/Void_Eagle
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.
Blessings Deck Card 5 - Turn 5 Ukuja/Yewstance
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 6 - Turn 6 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle
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 8 - Turn 8 Ukuja/Yewstance
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 9 - Turn 9 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
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 12 - Turn 12 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
At This Location (Open): When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Weapon 2
Traits: Mace Melee Bludgeoning Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Marketplace
At This Location (Open): When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Item B
Traits: Wand Attack Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Sacristy
At This Location (Open): On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/Yewstance
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Spell P
Traits: Magic Arcane Divine Attack Mythic
To Acquire: Intelligence Arcane Wisdom Divine 19
For your combat check, discard this card to use your Arcane or Divine skill. You may additionally discard any number of spells that have the Attack trait; for each additional spell discarded, add 1d20 and that spell's traits to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it. Otherwise, you may expend any number of mythic charges; for each charge expended, recharge one of those spells instead of discarding it.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of the Starsong discarded from the Blessings Deck.
Amaryllis stays at the Marketplace, and takes her free exploration.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Not good odds, but it's a weapon 3, so I'll burn a BotG on it.
Dexterity 15: 2d8 + 2 ⇒ (8, 5) + 2 = 15 -> Acquired, on the nose.
Acquired a boon, so examining the next card. It's the henchman, so it goes on the bottom.
Well exploring around the marketplace, Amaryllis finds a weapon that she thinks one of her friends my find useful. She also hears a rumor that there's some sort of outsider here, but it seems like it's on the complete other side of the marketplace. It'll take her some time to get there.
Amaryllis ends her turn, discards Skirmishing Spear, and resets her hand.
Hand: Count Jeggare, Sphere of Fire, Life Drain, Blessing of Pharasma 2, Anathemic Volume, Blessing of the Spellbound 1,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Either blessing is available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +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.
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.
Just remembered that, because of Jeggare, I started with an extra card in my hand. Editing this to discard the weapon I just acquired.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Skirmishing Spear (Weapon 3)
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.
Monster 1
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Monster 2
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 3
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.
Monster 4
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.
Monster 5
Monster 3
Traits: Outsider Demon Vermin
To Defeat: Combat 23
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
Barrier 1
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Barrier 2
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.
Barrier 3
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 4
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 3
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Spell 1
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.
Spell 2
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 3
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 4
Spell 3
Traits: Magic Arcane Trap Elite
To Acquire: Intelligence Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded 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 10 check to recharge this card instead of discarding or burying it.
Spell 5
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
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 4
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
Armor 5
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.
Item 1
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 2
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.
Item 3
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 4
Item B
Traits: Accessory Magic Elite
To Acquire: Dexterity Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Item 5
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Ally 1
Ally B
Traits: Human Hireling
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 2
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 3
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Ally 4
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 5
Ally B
Traits: Human Ranger
To Acquire: Wisdom Survival Charisma Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing 1
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 2
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 3
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
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
Blessing 5
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.
Turn: 2 Ukuja/Yewstance
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 28
Blessings Deck Card 3 - Turn 3 Erasmus/Greenclaw
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.
Blessings Deck Card 4 - Turn 4 Amaryllis/Void_Eagle
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.
Blessings Deck Card 5 - Turn 5 Ukuja/Yewstance
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 6 - Turn 6 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle
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 8 - Turn 8 Ukuja/Yewstance
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 9 - Turn 9 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
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 12 - Turn 12 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
At This Location (Open): When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Weapon 2
Traits: Mace Melee Bludgeoning Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Marketplace
At This Location (Open): When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Item B
Traits: Wand Attack Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Sacristy
At This Location (Open): On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/Yewstance
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Spell P
Traits: Magic Arcane Divine Attack Mythic
To Acquire: Intelligence Arcane Wisdom Divine 19
For your combat check, discard this card to use your Arcane or Divine skill. You may additionally discard any number of spells that have the Attack trait; for each additional spell discarded, add 1d20 and that spell's traits to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it. Otherwise, you may expend any number of mythic charges; for each charge expended, recharge one of those spells instead of discarding it.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.

Ukuja - Yewstance |

Off turn, as per his notes: Ukuja displays his Hunter Class Deck cohorts, then buries Charm Animal to draw the Random Animal Ally: 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.
Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.
Ukuja examines the top card of the Sacristy with Leryn's power.
Sacristy Card 1: Eagle Knight Dress Uniform
Ukuja stays at the Sacristy, then takes his free exploration to encounter the 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Ukuja recharges Blessing of the Ancients (the top card of the blessings discard pile is basic) to explore again.
Sacristy 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Ranged 8: 1d10 + 4 ⇒ (10) + 4 = 14 -> Manual of War acquired.
Scenario Power...
Sacristy Card 3: Almanac is banished.
And nothing of value was lost.
Ukuja discards Wolverine to explore again.
Sacristy Card 4: 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Ukuja will use his Divine die for his Arcane check, and request that Amaryllis recharge Blessing of the Spellbound to add a die.
Ukuja discards Blessing of the Gods to add a die.
Arcane 10 (Divine die): 3d10 ⇒ (1, 10, 6) = 17 -> Hellmouth Lash acquired.
Scenario Power...
Sacristy Card 5: Blast Vortex is banished.
Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
Sacristy Card 6: 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Ukuja recharges Captain Oparal to shuffle Elk back into his deck, clearing his recharged pile.
Ukuja sets aside Call Animal to search and draw Elk from his deck.
Call Animal is recharged automatically.
Let's get some examinations out of the way so I know what I am/am not banishing...
Ukuja places Leryn on top of his deck to examine the top two cards of his location deck.
Sacristy Card 7: Blessing of Ascension
Sacristy Card 8: Feeding Time
Hm, let's just dig as much as I can, then, as long as this place is basically all boons anyway.
Ukuja discards Snapping Flytrap to explore again.
Sacristy Card 7: Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Scenario Power...
Sacristy Card 8: Feeding Time is placed on the bottom of the location deck (now card 11).
Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
Sacristy Card 9: 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
Elk adds 1d6 to Ukuja's Dexterity checks.
Requesting that Erasmus discard a blessing of his choice to add a die.
Ranged 12: 2d10 + 4 + 1d6 ⇒ (7, 2) + 4 + (4) = 17 -> Fortune's Arrow acquired.
Scenario Power...
Sacristy Card 10: Corrosive Dagger +1 is banished.
May as well finish this.
Ukuja discards Blessing of Ascension to explore again.
Sacristy Card 11 (formerly 8): Feeding Time
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Ukuja sets aside Bloodscent to add 1d10 to his Survival check. If he passes, he may examine the top card of any location deck.
Survival 13: 1d10 + 7 + 3 + 1d10 ⇒ (4) + 7 + 3 + (6) = 20 -> Feeding Time defeated.
After passing the check, Ukuja examines the top card of the Cavern.
Cavern Card 1: Death of Righteousness
(Be sure not to go to the Cavern yet, Amaryllis)
Divine 8 (Recharge): 1d10 + 5 + 3 ⇒ (1) + 5 + 3 = 9 -> Bloodscent recharged.
From defeating Feeding Time, Ukuja attempts to close Sacristy.
Divine 7: 1d10 + 5 + 3 ⇒ (6) + 5 + 3 = 14 -> Sacristy closed.
From closing the Sacristy, Ukuja draws his buried Charm Animal into his hand.
Ukuja buries Charm Animal to draw the Random Animal Ally: Pegasus. (Sweet!)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Well in that case, I may as well take another exploration. I've nothing in my hand to lose, really. Just in case, though...
Ukuja displays Manual of War to check his power feat; "[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile." temporarily.
Ukuja discards Pegasus to move to the Marketplace, then explore again.
Marketplace 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Divine 9: 1d10 + 5 + 3 ⇒ (3) + 5 + 3 = 11 -> Lymirin Discourses acquired.
Scenario Power...
Marketplace Card 2: Retainer is banished.
Ukuja ends his turn, recharging a random animal ally from his discard pile, thanks to his temporary power...
Wolverine/Elk/Pegasus: 1d3 ⇒ 2 -> Elk recharged.
The displayed Manual of War is discarded.
Ukuja resets his hand, choosing to discard Fortune's Arrow and Lymirin Discourses.
No flavour text today, on account of being very short on time (and just took a super-long turn).
Hand: Hellmouth Lash, Leryn, Angelstep, Cure, Blessing of Milani, Blessing of the Ancients 2, Blessing of the Ancients,
Displayed: Giant Chameleon,
Deck: 10 Discard: 8 Buried: 1
Notes: See below.
Mythic Charges: 3
At the beginning of Erasmus' turn, Ukuja displays Leryn again.
Hand: Hellmouth Lash, Angelstep, Cure, Blessing of Milani, Blessing of the Ancients 2, Blessing of the Ancients,
Displayed: Giant Chameleon, Leryn,
Deck: 10 Discard: 8 Buried: 1
Notes: A great turn! One location closed and 7 boons acquired (including 3 AD3 cards).Hellmouth Lash will be handed to Amaryllis at the beginning of Ukuja's next turn, unless she doesn't want it.
Blessings are all free to use.
Cure and Angelstep (basically the same card) may be used at my location if needed. If they're not used by Ukuja's next turn, he'll spend them both on himself.
Leryn may be topdecked to examine the top 2 cards of the Marketplace; might be valuable for Amaryllis so she knows if she'll banish any good boons or not.
Mythic Charges: 3
Dexterity d10 [X] +1 [X] +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:
Die Bumps remaining: 2
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.
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.
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.
Amaryllis recharged Blessing of the Spellbound.
Erasmus discarded a blessing of his choice.
Sacristy is closed, an Item 3, Ally 3 and Spell 3 were all acquired.
Ukuja is currently at the Marketplace, having cleared the top two cards from it.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Manual of War (Item 1)
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.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Monster 2
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 3
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
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Monster 5
Monster B
Traits: Pitborn Demon Rogue Elite
To Defeat: Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Barrier 1
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.
Barrier 2
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier 3
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier 4
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 5
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.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon 2
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Weapon 3
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Weapon 4
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 5
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
Spell 1
Spell 2
Traits: Magic Arcane
To Acquire: Intelligence Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Spell 2
Spell 1
Traits: Magic Arcane Attack Fire
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
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 it.
Spell 3
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
Spell 4
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 5
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.
Armor 1
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 2
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Armor 2
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
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 proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
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 2
Item 3
Traits: Object Magic
To Acquire: Arcane Divine Craft 9
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.
Item 3
Item B
Traits: Tool Veteran
To Acquire: Wisdom Divine 8
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
Item 4
Item 1
Traits: Liquid Alchemical Elite
To Acquire: Intelligence Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Item 5
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.
Ally 1
Ally B
Traits: Human Soldier
To Acquire: Divine 9 OR Charisma Diplomacy 6
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
Ally 2
Ally 2
Traits: Animal Mount Elite
To Acquire: Wisdom Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
Ally 3
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Ally 4
Ally 2
Traits: Human Druid Veteran
To Acquire: Divine 7 OR Charisma Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Ally 5
Ally B
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessing 1
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 2
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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
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 5
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 3 Erasmus/Greenclaw
Top of Blessing Discard Pile:
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.
Blessings Remaining: 27
Blessings Deck Card 4 - Turn 4 Amaryllis/Void_Eagle
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.
Blessings Deck Card 5 - Turn 5 Ukuja/Yewstance
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 6 - Turn 6 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle
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 8 - Turn 8 Ukuja/Yewstance
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 9 - Turn 9 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
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 12 - Turn 12 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
At This Location (Open): When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Weapon 2
Traits: Mace Melee Bludgeoning Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Marketplace
At This Location (Open): When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance
Item B
Traits: Wand Attack Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Sacristy
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

Amaryllis - Void_Eagle |
You're right, I completely forgot about the +4 from Marketplace. Still would've burned the blessing, since I needed to get a card out of my hand. Just means it wasn't quite as on the nose and I thought. But thanks for reminding me for future turns.
Off-turn recharge BotSpellbound for Ukuja's check. Speaking of which, holy cow, nice turn! Cleared out a location, found a nasty trap for me to avoid, and helped with the Marketplace, nice.

Erasmus by Greenclaw |

Start of turn. Recharge Banner of Valor to add +2 to all checks this turn.
Explore Great Hall
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Random Monster: another Mongrel Wizard, then a Giant Fly for a DC9
Discard Force Missile for BYA damage.
Display Spirit Relative and put token on Baylock
Reveal Mind's Eye Blade
Combat (Dexterity) DC9: 1d8 + 3 + 2 + 1d4 + 2 + 1d4 + 3 ⇒ (2) + 3 + 2 + (1) + 2 + (3) + 3 = 16 Defeated!
Discard Mind Thrust for AYA damage.
Examine top card of location for defeating monster (weapon power): Refuge
Discard Blessing of Sarenrae to explore again.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Recharge Valais Durant
Wisdom DC9: 1d6 + 2 + 2 + 3 + 2d4 ⇒ (4) + 2 + 2 + 3 + (2, 2) = 15 Acquired!
Recharge random card from discard pile thanks to Valais: Force Missile
Examining top card of location for acquiring boon: Cold Iron Mace +1 - banished!
End Turn. Reset Hand.
Hand: Spirit Relatives (Baylock), Sign of the Pack 1, Mind's Eye Blade, Refuge, Marksman's Bow, Harrowed Society Student, Talisman Crafter,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Use blessing or signs as needed.
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+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.
Also sorry for lack of flavour this time. Busy Monday at work and didn't want to delay the game any further.

Erasmus by Greenclaw |

Just realised I forgot the off turn blessing discard for one of Ukuja's checks - Discard Sign of the Pack. Doesn't change the above turn except that there would have been 4 cards in the discard pile when playing Valais, instead of 3. Rolling now to see if the Sign got recharged instead of the spell.
Recharge Sign instead on a 4: 1d4 ⇒ 2
Erasmus heads into the Great Hall, and is immediately hit with a splash of acid. Turning towards the threat, he sees a disfigured face leering back at him from an open doorway. Rushing forward, the medium manages to stab the corrupted wizard with his blade before he can get off another spell...but not before he can prick him with a poisoned dagger of his own, that sends a throbbing pain up Erasmus' arm. "Brother, how many times did I tell you to watch out for those sneaky wizards. They've always got one more trick up their sleeves!" Baylock chides his little brother from inside his head. "Remember old Uncle Balsamo? He's still playing tricks and he's been dead for goodness knows how many years!"
With the help of Valais, Erasmus then searches the fallen body and recovers a scroll, which he tucks away in his belt.
Corrected hand:
Hand: Spirit Relatives (Baylock), Crystal Mail, Mind's Eye Blade, Refuge, Marksman's Bow, Harrowed Society Student, Talisman Crafter,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Use blessing or signs as needed.
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+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.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Manual of War (Item 1)
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.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Refuge (Spell 3)
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.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
Monster B
Traits: Human Warrior Vetran
To Defeat: Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Monster 2
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Monster 3
Monster 3
Traits: Undead
To Defeat: Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things.
Monster 4
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 5
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Don't go back to Munchmeat Farm
Barrier 1
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
Barrier B
Traits: Trap Veteran
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier 3
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Barrier 4
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 5
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.
Weapon 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 2
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
Weapon 3
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Weapon 4
Weapon 1
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon B
Traits: Polearm Melee Piercing 2-Handed Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Spell 1
Spell 2
Traits: Magic Arcane Divine Attack Veteran
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
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 10 check to recharge this card instead of discarding it.
Spell 2
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.
Spell 3
Spell B
Traits: Magic Divine Attack Veteran
To Acquire: Wisdom Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Spell 2
Traits: Magic Arcane
To Acquire: Intelligence Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Armor 1
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
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
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.
Armor 4
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
Armor 5
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.
Item 1
Item B
Traits: Tool Veteran
To Acquire: Wisdom Divine 8
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
Item 2
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 3
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 4
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 5
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.
Ally 1
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 3
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.
Ally 4
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
Ally 5
Ally 2
Traits: Animal Mount Elite
To Acquire: Wisdom Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
Blessing 1
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 2
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 5
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Amaryllis/Void_Eagle
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessings Remaining: 26
Blessings Deck Card 5 - Turn 5 Ukuja/Yewstance
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 6 - Turn 6 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle
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 8 - Turn 8 Ukuja/Yewstance
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 9 - Turn 9 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
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 12 - Turn 12 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
At This Location (Open): When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Marketplace
At This Location (Open): When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance
Item B
Traits: Wand Attack Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Sacristy
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

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of Baphomet discarded from the Blessings Deck.
Amaryllis stays at the Marketplace, and takes her free exploration.
Traits: Wand Attack Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Could auto-acquire it, but I'd banish the next boon in line. Not worth it for a B, so declining to acquire.
Amaryllis spots a magical wand at the marketplace, but realizing there could be much better things there, she passes it by.
Amaryllis ends her turn and resets her hand.
Hand: Count Jeggare, Sphere of Fire, Binder's Tome, Life Drain, Blessing of Pharasma 2, Anathemic Volume,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: The blessing is available if needed, as is Binder's Tome for any charisma or combat checks at my location.
Sideboard cards:
Dexterity d8 [X] +1 [X] +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.
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.

Ukuja - Yewstance |

I'm back from my travels, and should be resuming standard posting frequency.
@Amaryllis: Thanks! It was pretty solid, but the adventure rule and a large hand size, blessing and ally heavy character certainly works in my favor for quick location clears. I also tend to play pretty aggressively; a habit I probably picked up from primarily playing in 6-player parties.
@Erasmus: Nice acquire on the Spell 3!
========================
Ukuja starts his turn.
Blessing of Torag discarded from the blessings deck.
Ukuja gives Hellmouth Lash to Amaryllis.
Ukuja examines the top card of the Marketplace with Leryn's power.
Marketplace Card 2: Knight's Pennon
Ukuja skulks through Valahuv, seeking out trustworthy-looking folks to make trades and deals; acquiring whatever could be of use to their expedition; offering trinkets and plunder from their previous adventures in the process, or offering his services to clear areas of vermin or identify prime hunting grounds or migratory paths.
The villagers are a strong, independent folk; whilst it added to the challenge of Ukuja's attempts to work with them (further dampened by the threat of being drawn into their cult as a blood sacrifice), their quiet, steadfast strength and unity brought them a measure of respect by the pragmatic Hunter. He hopes their encounters can remain peaceful.
Ukuja stays at the Marketplace, then takes his free exploration to encounter the 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ukuja places Leryn on top of his deck to examine the top two cards of his location deck.
Marketplace Card 3: Mongrel Archer
Marketplace Card 4: Imperial Army Greathelm
None of us are looking for Armor, so I suppose I'll be going for the Archer.
Ukuja discards Blessing of the Ancients 2 to examine the top card of his location...
Marketplace Card 3: Mongrel Archer
Then explores his location with the Blessing of the Ancients' power.
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
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.
Amaryllis reveals Binder's Tome to add 1d4.
Charisma 10: 1d4 + 1 + 3 + 4 + 1d4 ⇒ (3) + 1 + 3 + 4 + (2) = 13 -> Mongrel Archer acquired.
Scenario Power...
Marketplace Card 4: Imperial Army Greathelm is banished.
Despite his respect for the people; such did not extend to all of their behaviour. Seeing an opportunity to do so; he frees a bound individual who seemed to have been prepared for a blood sacrifice... and the hunter is surprised to discover that the apparent deformations were not mere ritual garb or wounds, but it's not even human - a Mongrel! Despite his initial hostility, the mongrel is too weak to fight back, and it rasps out a quiet, pleading word... Ukuja inclines his head for a moment, before deciding that his moral obligation was to help the captive, regardless of species, and helps the mongrel escape into the twisted forests; covering their tracks with his magic.
Ukuja discards Mongrel Archer to explore again.
Marketplace Card 5: 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Ukuja discards Blessing of the Ancients to examine the top card of his location...
Marketplace Card 6: Restore Mythic Power
Then explores his location with the Blessing of the Ancients' power.
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
Marketplace adds 4.
Divine 11: 1d10 + 5 + 3 + 5 ⇒ (6) + 5 + 3 + 5 = 19 -> Restore Mythic Power acquired.
Scenario power re-examines Feeding Time, which is already at the bottom of the deck.
Ukuja discards Blessing of Milani to explore again.
Marketplace Card 7: Feeding Time
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Survival 13: 1d20 + 7 + 3 ⇒ (9) + 7 + 3 = 19 -> Feeding Time defeated. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively shuffles Snapping Flytrap from his discard pile into his deck, clearing his recharged pile and shuffling Leryn in from the top of his deck.
There was a rumbling in the village - they discovered their prime sacrifice missing, and are eager for a replacement. Ukuja smells blood in the air, and makes himself scarce.
From defeating the henchman, Ukuja attempts to close the Marketplace by summoning and encountering a random Ally.
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Intelligence 7: 1d6 + 4 ⇒ (4) + 4 = 8 -> Riftwarden acquired, and Marketplace closed!
Ukuja sets aside Restore Mythic Power to gain a Mythic Charge (up to 3).
Divine 13: 1d10 + 5 + 3 ⇒ (3) + 5 + 3 = 11 -> Restore Mythic Power discarded.
Ukuja reveals Angelstep to heal himself.
Angelstep: 1d4 + 1 ⇒ (2) + 1 = 3 -> Ukuja shuffles 3 random cards (Blessing of the Ancients 2, Blessing of Ascension, Mongrel Archer) into his deck. Recharged pile cleared.
Angelstep is auto recharged with Survival (Survival 9: 1d10+7+3).
Ukuja reveals Cure to heal himself.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 -> Ukuja shuffles 2 random cards (Fortune's Arrow, Pegasus) from his discard pile into his deck. Recharge pile cleared.
Cure is auto recharged with Divine (Divine 8: 1d10+5+3).
Ukuja ends his turn, using the Marketplace's closed power to give Riftwarden to Amaryllis.
Ukuja resets his hand.
Hand: Pegasus, Mongrel Archer, Hatchet, Bloodscent, Terbutje, Captain Oparal, Wendifisa Spear,
Displayed: Giant Chameleon,
Deck: 12 Discard: 7 Buried: 1
Notes: Another Spell 3 acquired, and another location closed.Any player may have Ukuja heal them an ally of their choice with Captain Oparal if desired. He has no other support to offer right now.
Mythic Charges: 3
Dexterity d10 [X] +1 [X] +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:
Die Bumps remaining: 2
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.
Animal
Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.
While displayed, you may evade monsters you encounter.
While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.
========================
Amaryllis was given Hellmouth Lash and Riftwarden.
Amaryllis may hand Riftwarden straight back to Ukuja if desired; that lets me overfill my hand for more explorations, but it's just as valuable in your hands - perhaps more so, since she's more suited to combat.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Manual of War (Item 1)
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.
Mongrel Archer (Ally 1)
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Refuge (Spell 3)
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.
Restore Mythic Power (Spell 3)
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Riftwarden (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
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 2
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 3
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Monster 4
Monster 3
Traits: Aberration Sorcerer
To Defeat: Combat 21 OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters.
Monster 5
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 1
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 2
Barrier B
Traits: Trap Veteran
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier 3
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
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
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Weapon 1
Weapon 1
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Weapon 3
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.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
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.
Spell 1
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
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
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 4
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.
Spell 5
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
Armor 1
Armor 1
Traits: Light Armor Magic Corrupted Elite
To Acquire: Constitution Fortitude Craft 7
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
Item 1
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.
Item 2
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Item 3
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 4
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 5
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.
Ally 1
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
Ally 2
Ally B
Traits: Human Hireling
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 3
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 4
Ally B
Traits: Human Hireling
To Acquire: Craft 6 OR Charisma Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 2
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 3
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 6 Erasmus/Greenclaw
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Card 7 - Turn 7 Amaryllis/Void_Eagle
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 8 - Turn 8 Ukuja/Yewstance
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 9 - Turn 9 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
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 12 - Turn 12 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
At This Location (Open): When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Marketplace
Closed
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance
Sacristy
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

Erasmus by Greenclaw |

Start of turn recharge Refuge to add +2 to all checks this turn.
Explore Great Hall
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Erasmus discover a small urn of fine smelling liquid on a side cabinet. He is very tempted to taste of the delicious looking liquid but thinks better of it. He didn't need any of his relatives' voices from inside his head to tell him that things weren't always as good as they looked.
Don't attempt the acquire. Banish the item.
Erasmus' young student friend is quite eager to see if there are any equally appealing but perhaps less potentially dangerous items to be found. He wanders off into a nearby alcove.
Discard Harrowed Society Student to explore again
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
He finds a nice looking staff that does seem to have some magical properties but looks a bit out of place in the bookish young man's hands. "Really, lad? You'd be as like to hurt yourself using that as you would your intended target...and how often do you plan on leaping over high walls?" Erasmus jokes.
Don't attempt to acquire. Banish the weapon.
The medium's other travelling companion, the occultist crafter heads for the door. "Listen, there's not much in here of interest to me. Do you mind if I head back. I've got some things I'd like to finish making."
Discard Talisman Crafter to explore again.
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
As she starts to exit, there is an armed man standing outside, apparently about to knock on the front door. "Erasmus, come over here and talk to this guy will you? Looks like some sort of salesman based on the caravan parked out the front!"
Charisma DC8: 1d8 + 2 + 3 + 2 ⇒ (5) + 2 + 3 + 2 = 12 Acquired. Examine top card of location: Feeding Time! Put it on the bottom of the deck.
It turns out the man is doing the rounds through this part of town, warning people of rumours of a nasty blood sucking fiend or cult terrorising the locals. Erasmus, already aware of the threat, thanks the man anyway and asks him whether he'd seen anything out on the grounds or nearby.
Discard Caravan Guard to explore again.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Intelligence DC8: 1d8 + 2 ⇒ (2) + 2 = 4 Fail!
The man says he hasn't seen anything himself but offers Erasmus a potion that might help if he plans on hunting down these creatures. The medium declines it, thanking the man but suggesting someone else may be in more need of the elixir. Saying farewell to the guard, he then gets back to searching the hall.
End Turn. Reset Hand.
Hand: Spirit Relatives (Baylock), Crystal Mail, Mind's Eye Blade, Sacred Prism, Marksman's Bow, Detect Thoughts, Hand Crossbow,
Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Use blessing or signs as needed.
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+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.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Caravan Guard (Ally B)
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Manual of War (Item 1)
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.
Mongrel Archer (Ally 1)
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Refuge (Spell 3)
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.
Restore Mythic Power (Spell 3)
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Riftwarden (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
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 2
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 3
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Monster 4
Monster 3
Traits: Aberration Sorcerer
To Defeat: Combat 21 OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters.
Monster 5
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 1
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 2
Barrier B
Traits: Trap Veteran
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier 3
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
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
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Weapon 1
Weapon 1
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Weapon 3
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.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
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.
Spell 1
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
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
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 4
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.
Spell 5
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
Armor 1
Armor 1
Traits: Light Armor Magic Corrupted Elite
To Acquire: Constitution Fortitude Craft 7
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
Item 1
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.
Item 2
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Item 3
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 4
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 5
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.
Ally 1
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
Ally 2
Ally B
Traits: Human Hireling
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 3
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 4
Ally B
Traits: Human Hireling
To Acquire: Craft 6 OR Charisma Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 2
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 3
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 7 Amaryllis/Void_Eagle
Top of Blessing Discard Pile:
Blessing 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 Remaining: 23
Blessings Deck Card 8 - Turn 8 Ukuja/Yewstance
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 9 - Turn 9 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
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 12 - Turn 12 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
At This Location (Open): When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Marketplace
Closed
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance
Sacristy
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

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of Torag discarded from the Blessings Deck.
Amaryllis moves to the Great Hall, then takes her free exploration.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Normally wouldn't attempt to acquire this, but since there's only the henchman and a barrier left in the deck, might as well avoid the barrier. Auto-acquire the armor with a d8+3 vs 4. Examine the next card...
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.
Wow, glad that's now on the bottom of the deck. But since I have almost no chance of closing this location, especially without the Riftwarden (which I'd have to discard to explore again), I think I'm going to end my turn here.
Amaryllis ends her turn, discards Sphere of Fire, Anathemic Volume, and Magic Half-Plate, resets her hand, then auto-recharges Sphere of Fire.
Hand: Count Jeggare, Binder's Tome, Life Drain, Blessing of Pharasma 2, Hellmouth Lash, Riftwarden,
Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: The blessing is available if needed, as is Binder's Tome for any charisma or combat checks at my location.
Sideboard cards:
Dexterity d8 [X] +1 [X] +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.
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.
Edit: Forgot to add the armor to my hand. It's discarded as well.

Ukuja - Yewstance |

Ukuja starts his turn.
Blessing of Deskari discarded from the blessings deck.
Ukuja moves to the Cavern and takes his free exploration.
Cavern Card 1: Death of Righteousness
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.
Wisdom 12: 1d10 + 4 + 3 + 1d6 ⇒ (1) + 4 + 3 + (5) = 13 -> Death of Righteousness defeated.
Ukuja discards Mongrel Archer to explore again.
Cavern 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.
Hatchet adds the Melee trait to the check, so Ukuja reveals Captain Oparal to add 1d6.
Ukuja sets aside Bloodscent to add 1d10 to his Survival check. If he passes, he may examine the top card of any location deck.
Combat 12 (Survival): 1d10 + 7 + 3 + 1d6 + 1d6 + 1d10 ⇒ (10) + 7 + 3 + (2) + (5) + (2) = 29 -> Cambion defeated.
After passing the check, Ukuja examines the top card of the Cavern.
Cavern Card 3: Full Plate
Divine 8 (Recharge): 1d10 + 5 + 3 ⇒ (7) + 5 + 3 = 15 -> Bloodscent recharged.
Ukuja discards Pegasus to explore again.
Cavern Card 3: 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
A short turn for me; didn't have many means of exploring.
Ukuja recharges Captain Oparal to shuffle Pegasus from his discard pile into his deck, clearing his recharged and topdecked piles.
Ukuja ends his turn and resets his hand, choosing to discard Hatchet and Terbutje.
No flavor today.
Hand: Blessing of the Ancients 2, Stone Axe +1, Blessing of Ascension, Giant Chameleon, Captain Oparal, Fortune's Arrow, Wendifisa Spear,
Displayed:
Deck: 10 Discard: 10 Buried: 1
Notes: Ukuja will immediately display Giant Chameleon.Blessings are free to use.
Captain Oparal adds 1d6 to any Divine or Melee check at Ukuja's location (note that your combat checks with attack spells are Divine checks, as long as the spell itself has the Divine trait, because of the definition of a ""Divine check"").
Mythic Charges: 3
Dexterity d10 [X] +1 [X] +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:
Die Bumps remaining: 2
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.
Animal
Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.
While displayed, you may evade monsters you encounter.
While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.

Erasmus by Greenclaw |

It is the hour of Sarenrae
Start of turn: Recharge Crystal Mail to add +2 to all checks this turn.
Explore Great Hall
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Seeing Amaryllis arrive to help explore the rest of the Hall, Erasmus lets his friend know that he'll head outside and check the grounds for any sign of trouble. He doesn't go far before he finds several figures feeding on a dead horse.
Before he can decide how to deal with this horrific scene, are dark creature emerges from some nearby shadows. It seems the evil has attracted a shadow demon!
But first the BYA Servitor 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 Anev
"Little brother, watch out! The very shadows seem to rise up against you! Don't wait for them to get close enough to use your knife!" Spurred into action by Baylock's warning, Erasmus raises his new bow and fires into the heart of the shadow.
Reveal and Discard Marksman's Bow
Combat (Dexterity) DC20: 1d8 + 3 + 1d6 + 3 + 1d6 + 1 + 1d4 + 3 + 2 ⇒ (7) + 3 + (6) + 3 + (4) + 1 + (4) + 3 + 2 = 33 Defeated!
A little unsettled by the encounter with the demon, Erasmus decides to avoid the feeding creatures entirely, thinking that hunting down their leader may be the better way to hopefully release them from their thrall. Inside the medium's head, Baylock wholeheartedly agrees with this cautious approach, guiding Erasmus how to withdraw as quietly as possible.
Stealth DC13: 1d8 + 3 + 1d4 + 3 + 2 ⇒ (7) + 3 + (4) + 3 + 2 = 19 Defeated!
Erasmus manages to avoid being seen or heard by the blood feeding mob and decides to a final sweep of the rest of the grounds.
Attempt to close the location
Auto succeed at Perception DC8 with +10 to the check
Finding the rest of the grounds clear of danger, Erasmus decides to heal himself a little before heading into to advise Amaryllis of what he's seen and that they can move on from the Hall.[/ooc]
Bury Sacred Prism to shuffle 1d4 ⇒ 1 cards from discard into deck: Mind Thrust
Location Closed! End Turn. Reset Hand.
Hand: Spirit Relatives (Baylock), Blessing of the Gods, Mind's Eye Blade, Sign of the Pack 2, Mind Thrust, Detect Thoughts, Hand Crossbow,
Displayed:
Deck: 7 Discard: 6 Buried: 1
Notes: Use blessing or signs as needed.
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+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.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Caravan Guard (Ally B)
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Magic Half-Plate (Armor B)
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.
Manual of War (Item 1)
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.
Mongrel Archer (Ally 1)
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Refuge (Spell 3)
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.
Restore Mythic Power (Spell 3)
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Riftwarden (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
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 2
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 3
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Monster 4
Monster 3
Traits: Aberration Sorcerer
To Defeat: Combat 21 OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters.
Monster 5
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 1
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 2
Barrier B
Traits: Trap Veteran
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier 3
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
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
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Weapon 1
Weapon 1
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Weapon 3
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.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
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.
Spell 1
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
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
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 4
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.
Spell 5
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
Armor 1
Armor 1
Traits: Light Armor Magic Corrupted Elite
To Acquire: Constitution Fortitude Craft 7
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
Item 1
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.
Item 2
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Item 3
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 4
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 5
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.
Ally 1
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
Ally 2
Ally B
Traits: Human Hireling
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 3
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 4
Ally B
Traits: Human Hireling
To Acquire: Craft 6 OR Charisma Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 2
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 3
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: 10 Amaryllis/Void_Eagle
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 20
Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
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 12 - Turn 12 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Yewstance
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.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
Closed
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Erasmus/Greenclaw
Marketplace
Closed
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Sacristy
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

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.
Amaryllis moves to the Cavern, then takes her free exploration.
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.
Using Life Drain on the Wrecker Demon, and revealing Jeggare and Binder's Tome for a d6 and d4, respectively.
Combat (Arcane) 14: 1d12 + 4 + 2 + 3 + 2d4 + 1d6 + 1d4 ⇒ (3) + 4 + 2 + 3 + (2, 3) + (4) + (1) = 22 -> Defeated! Then auto-recharging Life Drain (d12+9 vs 9), and healing a random card (Magic Half-Plate).
Sensing that her friend has cleared the Great Hall, Amaryllis moves to join Ukuja at the Cavern. Outside the entrance, she spots some sort of demon, and quickly summons her arcane energy to defeat it.
Amaryllis discards Riftwarden to explore again.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
An ally 3, auto-acquire by revealing Binder's Tome (d12+7+d4 vs 9). Per scenario rules, examining the next card in the location: Temptation of Big Die. It goes to the bottom of the location deck.
Feeling rejuvenated by her encounter with the demon, she sends the riftwarden to see if there's anyone / thing around. The riftwarden returns with a druid in tow, who Amaryllis converts to their cause.
Amaryllis discards Druid of the Leaf to explore again.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
An Item B, so not going to attempt to acquire this (like I could anyway).
The druid tells Amaryllis of a book that someone had stashed nearby, but since it's not what their looking for, she decides to leave it for now.
Amaryllis ends her turn and resets her hand.
Hand: Count Jeggare, Frost Ray, Binder's Tome, Apprentice (UM), Blessing of Pharasma 2, Hellmouth Lash,
Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes: The blessing is available if needed, as is Binder's Tome for any charisma or combat checks at my location.
Sideboard cards:
Dexterity d8 [X] +1 [X] +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.
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.

Ukuja - Yewstance |

As mentioned in my notes; Ukuja can reveal Captain Oparal to bolster, for example, Amaryllis' combat check with Life Drain, as it is technically a Divine Check on account of Life Drain adding the Divine trait.
Not that it was necessary.
=================
Ukuja starts his turn.
Blessing of Abadar discarded from the blessings deck.
Ukuja stays at the Cavern and takes his free exploration.
Cavern Card 5: 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.
Very well then, Ukuja evades Mist Horror with Giant Chameleon's power.
Ukuja discards Blessing of the Ancients to examine the top card of his location...
Cavern Card # (8 == Temptation of Big Die): 1d4 + 4 ⇒ (1) + 4 = 5
Cavern Card 5: Mist Horror
BLEAH. Then explores his location with the Blessing of the Ancients' power, encountering Mist Horror again.
Ukuja evades Mist Horror again with Giant Chameleon.
Ukuja nods as Amaryllis approaches, continuing his hunt for more supplies and allies in this cruel land. He frowns as a curious mist descends over them, and realizing its sinister origins he quickly plots a path away from the horrors that lurk within, even as Oparal raises a dome of light to keep whatever creature was there at bay.
Ukuja discards Blessing of Ascension to explore again.
Cavern Card # (8 == Temptation of Big Die): 1d4 + 4 ⇒ (2) + 4 = 6
Cavern Card 6: Shocking Lance +1
Weapon 3
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 13
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 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Ukuja does not attempt to acquire the weapon; Shocking Lance +1 banished.
Ukuja recharges Captain Oparal to shuffle Wolverine from his discard pile into his deck, clearing his recharged pile.
Ukuja ends his turn and resets his hand, choosing to discard Stone Axe +1 and Fortune's Arrow.
Distracted by the persistent fiends of the Mist, Oparal and Ukuja find themselves lost and delayed, and seperated from Amaryllis and, eventually, each other. Ukuja whistles, calling to the forest to guide him back to his companions.
Hand: Angelstep, Snow Leopard, Wendifisa Spear, Elk, Call Animal, Bloodscent, Pegasus,
Displayed: Giant Chameleon,
Deck: 6 Discard: 13 Buried: 1
Notes: See below.
Mythic Charges: 3
At the beginning of Erasmus' turn, Ukuja sets aside Call Animal to search and draw Leryn from his deck.
Call Animal is automatically recharged.Ukuja displays Leryn.
Hand: Angelstep, Snow Leopard, Wendifisa Spear, Elk, Bloodscent, Pegasus,
Displayed: Giant Chameleon, Leryn,
Deck: 6 Discard: 13 Buried: 1
Notes: Angelstep is free to use for a heal.
Snow Leopard may be recharged to add 1d4 to any combat check.
Mythic Charges: 3
Dexterity d10 [X] +1 [X] +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:
Die Bumps remaining: 2
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.
Animal
Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.
While displayed, you may evade monsters you encounter.
While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Caravan Guard (Ally B)
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Druid of the Leaf (Ally 3)
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.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Magic Half-Plate (Armor B)
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.
Manual of War (Item 1)
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.
Mongrel Archer (Ally 1)
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Refuge (Spell 3)
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.
Restore Mythic Power (Spell 3)
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Riftwarden (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
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 2
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 3
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Monster 4
Monster 3
Traits: Aberration Sorcerer
To Defeat: Combat 21 OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters.
Monster 5
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 1
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 2
Barrier B
Traits: Trap Veteran
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Barrier 3
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
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
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Weapon 1
Weapon 1
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Weapon 3
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.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
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.
Spell 1
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
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
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 4
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.
Spell 5
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
Armor 1
Armor 1
Traits: Light Armor Magic Corrupted Elite
To Acquire: Constitution Fortitude Craft 7
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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.
Item 1
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.
Item 2
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Item 3
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 4
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 5
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.
Ally 1
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
Ally 2
Ally B
Traits: Human Hireling
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 3
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 4
Ally B
Traits: Human Hireling
To Acquire: Craft 6 OR Charisma Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 2
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 3
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 12 Erasmus/Greenclaw
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 18
Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle
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 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance
Barrier P
Traits: Temptation Mythic
To Defeat: None
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.
"Roll 'em bigger, hurt ''em worse
Don't you worry 'bout the curse!
Giant boulder rumbles fine
'Specially when death's on the line!" - Plarg's song
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.
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Great Hall
Closed
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/Greenclaw
Marketplace
Closed
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Sacristy
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

Erasmus by Greenclaw |

Start of turn, Great Hall location power: recharge Mind Thrust to draw one card: Valais Durant. Recharge Valais Durant to add +2 to all checks this turn.
Move to Cavern.
Discard Detect Thoughts to examine top 3 cards of location and put them back in any order: 1-Feeding Time, 2-Temptation of Big Die, 3-Mist Horror
Recharge (Arcane) DC10: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Explore
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Stealth DC13: 1d8 + 3 + 1d4 + 3 + 2 ⇒ (3) + 3 + (1) + 3 + 2 = 12
Bury Hand Crossbow to add 1d4 ⇒ 1 to the result Defeated!
Knowing that the villain behind all this blood frenzy must be at the other end of the cavern, Erasmus joins his friends there and consults with the spirits to help uncover any threats in their way. There is another group of blood-sucking fiends. Best to try and avoid them completely. He needs to toss his crossbow away to cause a distraction but just manages to get by unseen.
Discard Blessing of the Gods for close check.
Strength DC8: 2d6 + 2 ⇒ (4, 3) + 2 = 9 Closed!
As he and his friends make their way through the cavern, Erasmus stops to push a boulder over the entrance to stop anything unwanted following them through.
End Turn. Reset Hand.
Hand: Spirit Relatives (Baylock), Force Missile, Mind's Eye Blade, Sign of the Pack 2, Harrow Deck, Crystal Mail, Refuge,
Displayed:
Deck: 4 Discard: 8 Buried: 2
Notes: Use blessing or signs as needed.
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+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.
Erasmus is getting a bit low on cards. Didn't want to presume and use Ukuja's Angelstep as I see he is also running a bit short at the moment.

BR skizzerz |

There's a weird timing interaction between the scenario power and Cavern, so here's my current ruling on it: Permanently closing a location in the rulebook states that you apply Before closing effects, banish all the cards (the location is now closed), then apply On closing effects. What it doesn't mention is when "When you close" effects slot into that. I'm ruling When you close is right after you banish the cards but before On closing (as this is when the location is officially closed according to the rulebook), so Abattoir is built before Cavern moves Erasmus to an open location, and therefore Erasmus is now at the Abattoir.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Caravan Guard (Ally B)
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Druid of the Leaf (Ally 3)
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.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Magic Half-Plate (Armor B)
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.
Manual of War (Item 1)
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.
Mongrel Archer (Ally 1)
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Refuge (Spell 3)
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.
Restore Mythic Power (Spell 3)
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Riftwarden (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
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.
Monster 2
Monster B
Traits: Undead Incorporeal Ghost Elite
To Defeat: Combat 12 OR Wisdom Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.
Monster 3
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.
Monster 4
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 5
Monster B
Traits: Pitborn Demon Rogue Elite
To Defeat: Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Barrier 1
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
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 3
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 4
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.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Barrier 5
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.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon 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.
Weapon 3
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
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.
Spell 1
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 2
Traits: Magic Arcane Divine Attack Veteran
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
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 10 check to recharge this card instead of discarding it.
Spell 3
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 4
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.
Spell 5
Spell 2
Traits: Magic Arcane
To Acquire: Intelligence Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Armor 1
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Armor 2
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 3
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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 5
Armor 2
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
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 proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Item 1
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
Item 3
Traits: Item Mythic
To Acquire: Banish an Item 0
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.
Item 3
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 4
Item B
Traits: Wand Attack Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Item 5
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Ally 1
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 2
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 3
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 4
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Ally 5
Ally B
Traits: Human Inquisitor
To Acquire: Knowledge 6 OR Charisma Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Abraxas Corrupted
To Acquire: Arcane 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 2
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 3
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 4
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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
Turn: 13 Amaryllis/Void_Eagle
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Abraxas Corrupted
To Acquire: Arcane 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Remaining: 17
Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance
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 15 - Turn 15 Erasmus/Greenclaw
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 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
Closed
At This Location (Closed): At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance
Great Hall
Closed
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Marketplace
Closed
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Sacristy
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
Abattoir
At This Location (Open): The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
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.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Lost souls coalesce. Eyes twitch. Mouths scream.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
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.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections.
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: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest.
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.

Amaryllis - Void_Eagle |
BR: Just realized that, while I updated my cards for my most recent deck upgrade in one tab, I didn't update it in the "Don't Look" tab, and I don't have the Apprentice in my deck anymore. For now, I've replaced it with the Ally I swapped it out for (Bound Elemental), but if you'd prefer me to swap it out for a different ally (or any card), let me know.
Amaryllis starts her turn.
Blessing of Abraxas discarded from the Blessings Deck.
Amaryllis moves to the Abattoir , then takes her free exploration.
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.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
I believe the procedure is to just roll randomly for everyone right now. If this is incorrect, then let me know and ignore the following:
1-Amaryllis, 2-Ukuja, 3-Erasmus: 1d3 ⇒ 1
1-Amaryllis, 2-Ukuja, 3-Erasmus: 1d3 ⇒ 3
1-Amaryllis, 2-Ukuja, 3-Erasmus: 1d3 ⇒ 1
Looks like I get two, Erasmus gets one, and Ukuja gets lucky.
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
Using Hellmouth Lash on the first one (adding Fire), and revealing Jeggare and Binder's Tome to add a d6 and d4, respectively.
Combat (Arcane) 23: 1d12 + 4 + 2 + 3 + 2d6 + 1 + 1d6 + 1d4 ⇒ (3) + 4 + 2 + 3 + (2, 4) + 1 + (3) + (2) = 24 -> Defeated, a lot of low rolls, but still good enough. Auto-recharge the Lash (d12+d6+d4+9 vs 12).
Using Frost Ray for the second, with the same reveals.
Combat (Arcane) 23: 1d12 + 4 + 2 + 3 + 2d6 + 1d6 + 1d4 ⇒ (11) + 4 + 2 + 3 + (2, 5) + (1) + (4) = 32 -> Defeated, and once again auto-recharge the spell.
Just need Erasmus' combat to determine if the barrier is defeated or not. Either way, I'm ending my turn and resetting my hand.
Hand: Count Jeggare, Blessing of the Spellbound 2, Binder's Tome, Bound Elemental, Blessing of Pharasma 2, Blessing of the Spellbound 1,
Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes: The blessings are available if needed, as is Binder's Tome for any charisma or combat checks at my location.
Sideboard cards:
Dexterity d8 [X] +1 [X] +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.
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.

Erasmus by Greenclaw |

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
Reveal Mind's Eye Blade. Discard Sign of the Pack. Ask Ukuja to recharge Snow Leopard and ask Amaryllis to reveal Binder's Tome
Combat (Dexterity) DC23: 2d8 + 3 + 1d4 + 2 + 1d4 + 3 + 1d4 + 1d4 ⇒ (4, 6) + 3 + (2) + 2 + (1) + 3 + (3) + (4) = 28 Defeated!
Examine top card of location with weapon's 'if defeat a monster' power: Spirit Blade, a Weapon 3

Ukuja - Yewstance |

Off turn: Ukuja recharges Snow Leopard to boost Erasmus' combat check. Always happy to help!
Speaking of, my Angelstep absolutely was able to be used for a heal (as listed in my notes), especially since I still have Cure in my deck, a Cohort that allows me to evade and likely only one (or two) turns left, and may start more actively using my Mythic Charges for boosts and healing.
Nice work on the tough combat checks!
=========================
Ukuja starts his turn.
Blessing of Shax discarded from the blessings deck.
Hm, despite what I was just saying about Angelstep... all of the blessings in my deck, including acquired ones, happen to be in my discard pile right now. Before I start playing and discarding cards to explore, let's try to shuffle some in to hope for a better hand reset to help the team later.
Ukuja reveals Angelstep to heal himself.
Angelstep: 1d4 + 1 ⇒ (1) + 1 = 2 -> Ukuja shuffles 2 random cards (Manual of War, Mongrel Archer) into his deck. Recharged pile cleared.
Ugh, I feel like my numerous heals have consistently missed my blessings.
Angelstep is auto recharged with Survival (Survival 9: 1d10+7+3).
Ukuja shivers as he and his compatriots delves into the grisly halls of the lone Abattoir atop the hill, having deduced it as the sight of the ritualistic murders made in the name of the villager's 'god'. The place is filled with a tangible, heavy, unwelcome aura, and the stench of rotten meat and dry blood assault Ukuja's sensitive senses.
He clutches his spear close, giving some hand-signals to his companions then splitting into two groups, leading Oparal from alcove to alcove, teaching the Paladin in the ways of stealth as his great Chameleon and noble Wolf scout ahead quietly.
Ukuja moves to the Abattoir and takes his free exploration.
Abattoir Card 2: Spirit Blade
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Ukuja places Giant Chameleon on top of his deck to add 1d6 to his check, as it's his first exploration of the turn.
Ranged 9: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9 -> Spirit Blade acquired.
From the scenario power, Ukuja examines the next card of the Abattoir...
Abattoir Card 3: Drocha Swarm -> Drocha Swarm is moved to the bottom of the Abattoir.
Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
Abattoir Card 4: 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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Elk adds 1d6 during this exploration.
Ranged 10: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12 -> Marksman's Bow acquired.
From the scenario power, Ukuja examines the next card of the Abattoir...
Abattoir Card 5: Wrecker Demon -> Wrecker Demon is moved to the bottom of the Abattoir.
With the assistance of his animal companions, Ukuja and Oparal avoid some of the monstrosities roaming the halls, as he zeroes in on the ritual centre where the stench is strongest. What could be awaiting them there?
Ukuja discards Pegasus to explore again.
Abattoir 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: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Ukuja sets aside Bloodscent to add 1d10 to his Survival check. If he passes, he may examine the top card of any location deck.
Combat 14+3 (Survival): 1d10 + 7 + 3 + 1d12 + 1 + 1d10 ⇒ (4) + 7 + 3 + (2) + 1 + (2) = 19 -> Peryton defeated.
After passing the check, Ukuja examines the top card of the Abattoir.
Abattoir Card 7: Marksman's Bow
Wow, another one? That's unexpected.
Divine 8 (Recharge): 1d10 + 5 + 3 ⇒ (2) + 5 + 3 = 10 -> Bloodscent recharged.
Ukuja freezes, spying a Peryton scoping out the place - as it caught their scent? It must have. The hunting skills of the twisted, but darkly intelligent animal-hybrid would be a match for Ukuja's own... were it not for the changes he had undergone in the presence of the Herald and the Waystones of the land. Ukuja lunges for the attack; his spear blessed by Oparal's magic and he roars a challenge. The Peryton fights fiercely; lashing out with terrifying, rending claws as it swings its vicious antlers to hinter Ukuja's approach, but the reach and power of Ukuja's weapon and the elf's matching ferocity ultimately forces the opening the Hunter needs. A jab to the arm, then breast, then neck, and the Peryton expires with a gurgle from its monstrous wolven maw.
Ukuja ends his turn and resets his hand, choosing to discard Marksman's Bow.
Hand: Giant Chameleon, Wendifisa Spear, Spirit Blade, Captain Oparal, Wolverine, Manual of War, Mongrel Archer,
Displayed: Leryn,
Deck: 7 Discard: 14 Buried: 1
Notes: Ukuja immediately displays Giant Chameleon after Erasmus' start-of-turn.
As soon as the next card (Marksman's Bow) is encountered and, presumably, banished, Ukuja will topdeck Leryn to examine the next 2 cards in the location deck, since that's almost every remaining card in the scenario.Captain Oparal can be revealed to add 1d6 to any check with the Melee or Divine traits.
Any remaining checks that Ukuja must make off-turn, including combat, can please be botted. I've plenty of Mythic Charges to spend, if needed, and plenty of bonuses to stack.
Mythic Charges: 3
Dexterity d10 [X] +1 [X] +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:
Die Bumps remaining: 2
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.
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.
Animal
Powers
Display this card. While displayed you gain the skill Stealth: Dexterity +2.
While displayed, you may evade monsters you encounter.
While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.

BR skizzerz |

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 henchman Brimorak as the henchman Feeding Time, and treat the villain Faxon as the villain Ommors. Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively.
After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle Faxon (proxy for Ommors) into the location deck.
Cohorts: Captain Oparal, Radovan Virholt, Count Jeggare, Valais Durant
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.
Ommors (Villain)
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Feeding Time (Henchman)
Henchman 3
Type: Barrier
Traits: Fiend Outsider Task
To Defeat: Charisma Diplomacy Stealth Survival 13
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return.
Banner of Valor (Loot)
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.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Sacred Prism (Loot)
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.
Scale of Disguise (Loot)
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.
Scale of Sacred Weaponry (Loot)
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.
Soulshear (Loot)
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.
Valais Durant (Cohort)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Caravan Guard (Ally B)
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Druid of the Leaf (Ally 3)
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.
Fortune's Arrow (Item 3)
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.
Hellmouth Lash (Spell 3)
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.
Lymirin Discourses (Item 2)
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.
Magic Half-Plate (Armor B)
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.
Manual of War (Item 1)
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.
Marksman's Bow (Weapon 2)
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.
Mongrel Archer (Ally 1)
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Pegasus (Ally 3)
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Refuge (Spell 3)
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.
Restore Mythic Power (Spell 3)
Spell 3
Traits: Magic Arcane Divine Mythic
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.
Riftwarden (Ally 1)
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Spirit Blade (Weapon 3)
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
Skirmishing Spear (Weapon 3)
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.
Wolverine (Ally 1)
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.
Monster 1
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.
Monster 2
Monster B
Traits: Undead Incorporeal Ghost Elite
To Defeat: Combat 12 OR Wisdom Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.
Monster 3
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.
Monster 4
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 5
Monster B
Traits: Pitborn Demon Rogue Elite
To Defeat: Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Barrier 1
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
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 3
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 4
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.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Barrier 5
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.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon 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.
Weapon 3
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 4
Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Weapon 5
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.
Spell 1
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 2
Traits: Magic Arcane Divine Attack Veteran
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
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 10 check to recharge this card instead of discarding it.
Spell 3
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 4
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.
Spell 5
Spell 2
Traits: Magic Arcane
To Acquire: Intelligence Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Armor 1
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Armor 2
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 3
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
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 5
Armor 2
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
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 proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Item 1
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
Item 3
Traits: Item Mythic
To Acquire: Banish an Item 0
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.
Item 3
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 4
Item B
Traits: Wand Attack Magic Arcane Divine Mental
To Acquire: Intelligence Arcane Wisdom Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Item 5
Item 1
Traits: Wand Magic Arcane
To Acquire: Intelligence Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.
Ally 1
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 2
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 3
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 4
Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Ally 5
Ally B
Traits: Human Inquisitor
To Acquire: Knowledge 6 OR Charisma Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Abraxas Corrupted
To Acquire: Arcane 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 2
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 3
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 4
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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
Turn: 15 Erasmus/Greenclaw
Top of Blessing Discard Pile:
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 Remaining: 15
Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle
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.
Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw
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.
Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 20 - Turn 20 Ukuja/Yewstance
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 21 - Turn 21 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance
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 24 - Turn 24 Erasmus/Greenclaw
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 Amaryllis/Void_Eagle
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 26 - Turn 26 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 Erasmus/Greenclaw
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 28 - Turn 28 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 29 - Turn 29 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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 30 - Turn 30 Erasmus/Greenclaw
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.
Cavern
Closed
At This Location (Closed): At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Great Hall
Closed
At This Location (Closed): At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Marketplace
Closed
At This Location (Closed): At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Sacristy
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
Abattoir
At This Location (Open): The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle, Erasmus/Greenclaw, Ukuja/Yewstance
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.
Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
Villain 3
Type: Monster
Traits: Fiend Outsider
To Defeat: Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
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.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
Lost souls coalesce. Eyes twitch. Mouths scream.
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.
Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections.