[ACG] BR skizzerz's Season of the Righteous

Game Master Yewstance

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


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During This Adventure: The servitor demon is the henchman Shadow Demon.

During This Scenario: Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively. Treat the villain Faxon as the villain Kasiya and the villain Hosilla as the villain Yavalliska.
When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
When Kasiya would be defeated, instead banish him and do not close this location. Draw Aron Kir (proxy for Captain Oparal) from the box. Draw a number of random blessings that have the Corrupted trait from the box equal to the number of open locations; shuffle the villain Hosilla (proxy for Yavalliska) and these blessings together, then shuffle 2 of these cards into the location deck Kasiya was in, and shuffle 1 of these cards into each other open location deck.

Cohorts: Radovan Virholt, Count Jeggare, Valais Durant

Additional Rules:

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

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

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

Story Banes:

Kasiya (Villain)
Spoiler:
Kasiya
Villain 3
Type: Monster
Traits: Mythic Undead Vampire
To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Ulkreth (Henchman)

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

Yavalliska (Villain)

Spoiler:
Yavalliska
Villain 3
Type: Monster
Traits: Demon Mythic Outsider
To Defeat: Combat 24 THEN Combat 28
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Loot:

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

Black Robe (Loot)

Spoiler:
Black Robe
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.

Fiendsplitter (Loot)

Spoiler:
Fiendsplitter
Loot 3
Type: Weapon
Traits: Axe Melee Slashing 2-Handed Magic Torag
For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

Sacred Prism (Loot)

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

Scale of Disguise (Loot)

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

Scale of Sacred Weaponry (Loot)

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

Soulshear (Loot)

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

Spherewalker Staff (Loot for Amaryllis and Ukuja)

Spoiler:
Spherewalker Staff
Loot 3
Type: Item
Traits: Staff Magic Desna
Owner: Arueshalae
During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

Starbow (Loot for Erasmus)

Spoiler:
Starbow
Loot 3
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic Desna
Owner: Arueshalae
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

Summons:

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

Blood Demon (Summon)

Spoiler:
Blood Demon
Henchman 2
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

Brimorak (Summon)

Spoiler:
Brimorak
Henchman B
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Corrupted Solider (Summon)

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

Cultist of Baphomet (Summon)

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

Fiendish Minotaur (Summon)

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

Fiendish Tree (Summon)

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

Ivory Templar (Summon)

Spoiler:
Ivory Templar
Henchman 3
Type: Monster
Traits: Human Paladin
To Defeat: Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ulkreth (Summon)

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

Vescavor Swarm (Summon)

Spoiler:
Vescavor Swarm
Henchman B
Type: Monster
Traits: Outsider Vermin Swarm Veteran
To Defeat: Combat 11
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

Wight (Summon)

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

Support Cards:

Captain Oparal (Cohort)
Spoiler:
Captain Oparal
Cohort 3
Traits: Elf Paladin
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
“Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

Radovan Virholt (Cohort)

Spoiler:
Radovan Virholt
Cohort 3
Traits: Rogue Hellspawn
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
“Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

Count Jeggare (Cohort)

Spoiler:
Count Jeggare
Cohort 3
Traits: Half-Elf Wizard
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character’s discard pile on top of her deck.
“Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

Valais Durant (Cohort)

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

Mythic Archmage (Mythic Path)

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

Mythic Hierophant (Mythic Path)

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

Redemption Card

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


Turn: 1 Amaryllis/Void_Eagle
Blessings Remaining: 30

Abyssal Rift (Abyssal Side)
Traits: Abyssal
At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.

Flip Side:

Abyssal Rift (Normal Side)
At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of the location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.


M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Dark Forest
At This Location (Open): When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
At This Location (Closed): At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Eagle Rock
At This Location (Open): All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Abyssal River
Traits: Abyssal
At This Location (Open): When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Wounded Lands
Traits: Abyssal
At This Location (Open): When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


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

Erasmus happy to take Valais Durant again but if anyone would like to take her instead of one of the others, I'm fine to take whoever's left.

He'll start at Eagle Rock

Erasmus wrote:

Hand: Spirit Relatives, Valais Durant, Kinetic Blast, Marksman's Bow, Sign of the Pack 2, Sign of the Lantern Bearer, Harrow Deck, Mind Thrust,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


Deck Handler // Searching For: TBD

The fact that Varian Jaggare was rubbing his injured jaw after being attacked by Oparal leads me to assume something like the following happened:

  • Oparal runs up. The party waves hello.
  • Oparal punches Varian in the face, grabs the book, runs.
  • Everyone just stands around, shocked. (Rather than use magic or a bow or something to stop her from getting away?)

    Whilst I'm not impressed with the storytelling, the mental image makes me smile.

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

    No real strategy notes here, besides to keep the oddities of the Abyssal Rift in mind. Ukuja's exceptionally well-suited to closing all of these locations (being a Divine and Survival heavy character), and the added blessings are also right up my alley. Makes a certain degree of sense, given the Druid-themed locale we're in, from the flavour.

    Oh, and the Banner of Valor is basically built for the Eagle Rock location.

    Ukuja chooses to start with the Hunter Class Deck Cohorts Giant Chameleon and Pygmy Ankylosaur. Giant Chameleon's evasion will be useful against some of the summoned banes this scenario.
    Ukuja will take the scenario Cohort Radovan Virholt.

    Radovan Virholt:

    Cohort 3
    Traits: Rogue Hellspawn
    Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
    Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

    Radovan's perfectly solid, though he won't buff my Ranged checks to be any better than my Survival checks, still. It should be noted that he can protect any party member at any location from Combat, Fire or Poison damage, and I will always be happy to recharge him to do so!

    If another character is starting, then Ukuja will start at Erasmus' location so I can provide potential support via Radovan. Otherwise, Ukuja will start at the Dark Forest.

    Ukuja chooses Ally as his Favored Card Type and draws his opening hand.

    Ukuja wrote:

    Hand: Blessing of Milani, Stone Axe +1, Snapping Flytrap, Snow Leopard, Elk, Cure, Angelstep,

    Displayed: Pygmy Ankylosaur, Giant Chameleon, Radovan Virholt,
    Deck: 10 Discard: 0 Buried: 0
    Notes: (At the beginning of the first turn, Ukuja displays his 3 Cohorts.)

    Snow Leopard, Blessings and healing is all on offer! Additionally, Radovan will buff Ranged, Disable and Stealth checks at my location, and can help any character ward off damage.
    Mythic Charges: 3

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.


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

    Since Amaryllis is going first, Ukuja can start at Erasmus's location. Amaryllis will start at the Abyssal River, and take Count Jeggare as her cohort.

    Amaryllis wrote:

    Hand: Blessing of Pharasma 2, Blessing of the Spellbound 2, Frost Ray, Blessing of the Spellbound 1, Vampire Bat, Gem of Mental Acuity, Binder's Tome, Count Jeggare,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Any of the blessings are available if needed, as are Jeggare and the Binder's Tome for checks at my location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

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

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


    During This Adventure: The servitor demon is the henchman Shadow Demon.

    During This Scenario: Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively. Treat the villain Faxon as the villain Kasiya and the villain Hosilla as the villain Yavalliska.
    When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    When Kasiya would be defeated, instead banish him and do not close this location. Draw Aron Kir (proxy for Captain Oparal) from the box. Draw a number of random blessings that have the Corrupted trait from the box equal to the number of open locations; shuffle the villain Hosilla (proxy for Yavalliska) and these blessings together, then shuffle 2 of these cards into the location deck Kasiya was in, and shuffle 1 of these cards into each other open location deck.

    Cohorts: Radovan Virholt, Count Jeggare, Valais Durant

    Additional Rules:

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

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

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

    Story Banes:

    Kasiya (Villain)
    Spoiler:
    Kasiya
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.

    Ulkreth (Henchman)

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

    Yavalliska (Villain)

    Spoiler:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

    Loot:

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

    Black Robe (Loot)

    Spoiler:
    Black Robe
    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.

    Fiendsplitter (Loot)

    Spoiler:
    Fiendsplitter
    Loot 3
    Type: Weapon
    Traits: Axe Melee Slashing 2-Handed Magic Torag
    For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

    Sacred Prism (Loot)

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

    Scale of Disguise (Loot)

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

    Scale of Sacred Weaponry (Loot)

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

    Soulshear (Loot)

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

    Spherewalker Staff (Loot for Amaryllis and Ukuja)

    Spoiler:
    Spherewalker Staff
    Loot 3
    Type: Item
    Traits: Staff Magic Desna
    Owner: Arueshalae
    During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
    Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

    Starbow (Loot for Erasmus)

    Spoiler:
    Starbow
    Loot 3
    Type: Weapon
    Traits: Bow Ranged Piercing 2-Handed Magic Desna
    Owner: Arueshalae
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

    Summons:

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

    Blood Demon (Summon)

    Spoiler:
    Blood Demon
    Henchman 2
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 17
    The Blood Demon is immune to the 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.
    During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

    Brimorak (Summon)

    Spoiler:
    Brimorak
    Henchman B
    Type: Monster
    Traits: Outsider Demon Veteran
    To Defeat: Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Corrupted Solider (Summon)

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

    Cultist of Baphomet (Summon)

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

    Fiendish Minotaur (Summon)

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

    Fiendish Tree (Summon)

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

    Ivory Templar (Summon)

    Spoiler:
    Ivory Templar
    Henchman 3
    Type: Monster
    Traits: Human Paladin
    To Defeat: Combat 20
    If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
    If undefeated, before taking damage, recharge your hand and reset it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth (Summon)

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

    Vescavor Swarm (Summon)

    Spoiler:
    Vescavor Swarm
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Wight (Summon)

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

    Support Cards:

    Captain Oparal (Cohort)
    Spoiler:
    Captain Oparal
    Cohort 3
    Traits: Elf Paladin
    Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
    Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
    “Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

    Radovan Virholt (Cohort)

    Spoiler:
    Radovan Virholt
    Cohort 3
    Traits: Rogue Hellspawn
    Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
    Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
    “Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

    Count Jeggare (Cohort)

    Spoiler:
    Count Jeggare
    Cohort 3
    Traits: Half-Elf Wizard
    Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location.
    Recharge this card to put a spell from a character’s discard pile on top of her deck.
    “Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

    Valais Durant (Cohort)

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

    Mythic Archmage (Mythic Path)

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

    Mythic Hierophant (Mythic Path)

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

    Redemption Card

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


    Acquired Cards:

    Random Monsters:

    Monster 1
    Spoiler:
    Demon Eater
    Monster 3
    Traits: Outsider
    To Defeat: Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.
    Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence.

    Monster 2

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

    Monster 3

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

    Monster 4

    Spoiler:
    Salamander
    Monster 2
    Traits: Outsider
    To Defeat: Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales.

    Monster 5

    Spoiler:
    Worm Demon
    Monster B
    Traits: Outsider Undead Demon
    To Defeat: Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    Spoiler:
    Baleful Shadows
    Barrier B
    Traits: Obstacle Undead Elite
    To Defeat: Wisdom Divine Stealth 11
    If undefeated, a character at your location summons and encounters the henchman Wight.

    Barrier 3

    Spoiler:
    Glimmer of Hope
    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 4

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

    Barrier 5

    Spoiler:
    Temptation of Big Die
    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


    Random Weapons:

    Weapon 1
    Spoiler:
    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.

    Weapon 2

    Spoiler:
    Force Shortbow +1
    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 3

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

    Weapon 4

    Spoiler:
    Lance
    Weapon B
    Traits: Polearm Melee Piercing 2-Handed Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Flames of the Faithful
    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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Spell 2

    Spoiler:
    Sacred Weapon
    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 3

    Spoiler:
    Skitter
    Spell B
    Traits: Magic Arcane Divine Elite
    To Acquire: Intelligence Arcane 6 OR Wisdom Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

    Spell 4

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

    Spell 5

    Spoiler:
    Dismissal
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Eagle Knight Dress Uniform
    Armor 1
    Traits: Heavy Armor Veteran
    To Acquire: Constitution Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 2

    Spoiler:
    Gossamer Shrouds
    Armor 2
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 7
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3

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

    Armor 4

    Spoiler:
    Sniper's Studded Leather
    Armor 3
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude Stealth 8
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    Helm of the Valkyrie
    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.

    Random Items:

    Item 1
    Spoiler:
    Dawnflower's Light
    Item 2
    Traits: Object Divine Magic
    To Acquire: Wisdom Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

    Item 2

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

    Item 3

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

    Item 4

    Spoiler:
    Wand of Paralyze
    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

    Spoiler:
    Spellbottle
    Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Random Allies:

    Ally 1
    Spoiler:
    Apprentice
    Ally B
    Traits: Half-Elf
    To Acquire: Arcane Divine Charisma Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Unfettered Imp
    Ally 3
    Traits: Outsider Devil Temptation
    To Acquire: Intelligence Charisma Arcane 7
    During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Ally 3

    Spoiler:
    Warhorse
    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 4

    Spoiler:
    Apprentice
    Ally B
    Traits: Half-Elf
    To Acquire: Arcane Divine Charisma Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 5

    Spoiler:
    Chuffy Lickwound
    Ally P
    Traits: Goblin Rogue Veteran
    To Acquire: Dexterity Acrobatics 8 OR Charisma Diplomacy 7
    Reveal this card and discard any number of cards from the top of your deck; for eacah card discarded, add 1d6 to your check to defeat a barrier.
    Discard this card to explore your location. If you are the only character at your location, add 1d6 plus the scenario's adventure deck number to your combat checks during this exploration.
    "Chuffy's face might make you sick,
    But Chuffles knife is awful quick,
    And if you are his stabby pick,
    Then knife goes in you--stick stick stick!" - Chuffy's song


    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing 2

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing 3

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing 4

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing 5

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

    Turn: 1 Amaryllis/Void_Eagle
    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 2 - Turn 2 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 3 - Turn 3 Erasmus/Greenclaw

    Spoiler:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 - Turn 4 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 - Turn 5 Ukuja/Yewstance

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

    Blessings Deck Card 6 - Turn 6 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle

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

    Blessings Deck Card 8 - Turn 8 Ukuja/Yewstance

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 9 - Turn 9 Erasmus/Greenclaw

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

    Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

    Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

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

    Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Abyssal Rift (Abyssal Side)
    Traits: Abyssal
    At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.

    Flip Side:

    Abyssal Rift (Normal Side)
    At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of the location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.


    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Abyssal Rift Card 1:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 2:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 3:
    Toad Demon
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 4:
    Man-Eating Aurochs
    Monster B
    Traits: Animal Elite
    To Defeat: Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
    Abyssal Rift Card 5:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 6:
    Weapon of Awe
    Spell 1
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 7:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic
    To Defeat: Arcane Divine 12 OR Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 8:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 9:
    Gargoyle
    Monster 2
    Traits: Gargoyle
    To Defeat: Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    This sinister crouching humanoid resembles a horned, winged demon statue.
    Abyssal Rift Card 10:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Dark Forest
    At This Location (Open): When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: At the end of your turn, recharge your hand.
    At This Location (Closed): At the end of your turn, recharge your hand.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Dark Forest Card 1:
    Spiked Pit Trap
    Barrier B
    Traits: Trap Veteran
    To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    Dark Forest Card 2:
    Silver Raven Figurine
    Item B
    Traits: Object Magic Elite
    To Acquire: Intelligence Arcane Craft 7
    Recharge this card to give 1 weapon, armor, or item to another character.
    Recharge this card to allow another character to give 1 weapon, armor, or item to you.
    You are allowed to play this card when a character encounters a card.
    Dark Forest Card 3:
    Warmonger Wasp
    Monster 3
    Traits: Construct Vermin
    To Defeat: Combat 19
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.
    This construct is an amalgum of protoplasmic flesh and pure chaos.
    Dark Forest Card 4:
    Magic Padded Armor
    Armor B
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 4
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Dark Forest Card 5:
    Kasiya
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.
    Dark Forest Card 6:
    Wrecker Demon
    Monster 1
    Traits: Outsider Demon
    To Defeat: Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections.
    Dark Forest Card 7:
    Sacred Weapon
    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.
    Dark Forest Card 8:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Dark Forest Card 9:
    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.
    Dark Forest Card 10:
    Unholy Aspergillum +3
    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.

    Eagle Rock
    At This Location (Open): All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw, Ukuja/Yewstance

    Eagle Rock Card 1:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
    Eagle Rock Card 2:
    Demonic Horde
    Barrier B
    Traits: Skirmish Demon
    To Defeat: None
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
    Eagle Rock Card 3:
    Druid of the Flame
    Ally 1
    Traits: Human Druid Veteran
    To Acquire: Survival 7 OR Charisma Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
    Eagle Rock Card 4:
    Force Shortbow +1
    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.
    Eagle Rock Card 5:
    Pauper's Thighbone
    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.
    Eagle Rock Card 6:
    Pitborn Scoundrel
    Monster B
    Traits: Pitborn Demon Rogue Elite
    To Defeat: Combat 12
    If the check to defeat has the Cold, Electricity, or Fire trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 7:
    Cold Iron Mace +1
    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.
    Eagle Rock Card 8:
    Locust Demon
    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.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 9:
    Carrion Golem
    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 10:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.

    Abyssal River
    Traits: Abyssal
    At This Location (Open): When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    At This Location (Closed): No effect.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle

    Abyssal River Card 1:
    Interrogator
    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.
    Abyssal River Card 2:
    Toad Demon
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 3:
    Mirror Image
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal River Card 4:
    Talisman of Good
    Item 3
    Traits: Accessory Magic Divine Mythic
    To Acquire: Divine 11
    Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
    After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
    Abyssal River Card 5:
    Blasphemous Priest
    Monster B
    Traits: Undead Cleric Elite
    To Defeat: Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 6:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 7:
    Temptation of Arms
    Barrier B
    Traits: Temptation
    To Defeat: None
    Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
    After you act, banish this barrier.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 8:
    Cambion
    Monster B
    Traits: Outsider Demon Elite
    To Defeat: Combat 12
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
    Abyssal River Card 9:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Abyssal River Card 10:
    Blessing of Nethys
    Blessing 2
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Wounded Lands
    Traits: Abyssal
    At This Location (Open): When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    At This Location (Closed): No effect.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Wounded Lands Card 1:
    Explosive Runes
    Barrier B
    Traits: Trap Magic Arcane Veteran
    To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 2:
    Bunyip
    Monster B
    Traits: Bunyip Aquatic Elite
    To Defeat: Combat 9
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.
    Location: When you encounter a bane, you may not play allies on your checks.
    The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
    Wounded Lands Card 3:
    Mongrel Ranger
    Monster B
    Traits: Mongrel Ranger Elite
    To Defeat: Combat See Below
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
    Location: When you encounter a bane, you may not play allies on your checks.
    This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
    Wounded Lands Card 4:
    Chief Sull
    Ally 1
    Traits: Mongrel Aristocrat Elite
    To Acquire: Charisma Diplomacy 0
    The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
    Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
    Wounded Lands Card 5:
    Quarterstaff of Vaulting
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
    To Acquire: Strength Melee 9 OR Acrobatics 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Recharge this card to automatically succeed at your Acrobatics check.
    Discard this card to put the second card of your location deck on top of your location deck.
    Wounded Lands Card 6:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 7:
    Baleful Shadows
    Barrier B
    Traits: Obstacle Undead Elite
    To Defeat: Wisdom Divine Stealth 11
    If undefeated, a character at your location summons and encounters the henchman Wight.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 8:
    Rallying Cry
    Barrier B
    Traits: Task Cache
    To Defeat: None
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 9:
    Gossamer Shrouds
    Armor 2
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 7
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Wounded Lands Card 10:
    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.


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

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

    Amaryllis stays at the Abyssal River, and takes her free exploration.

    Interrogator:
    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.

    Going with Charisma on this one.
    Charisma 8: 1d12 + 4 + 3 ⇒ (11) + 4 + 3 = 18 -> Acquired. Discarding to explore again.

    Toad Demon:
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.

    Using Frost Ray for this one, which has the Attack trait so I get +5. Also revealing Binder's Tome and Jeggare for an additional d4 and d6, respectively, and recharging a BotSpellbound for an additional die.
    Combat (Arcane) 28: 2d12 + 4 + 2 + 3 + 2d6 + 5 + 1d4 + 1d6 ⇒ (2, 3) + 4 + 2 + 3 + (3, 6) + 5 + (2) + (2) = 32 -> Defeated, but that shouldn't have been that close. Auto-recharging Frost Ray (d12+9 vs 8).

    Amaryllis discards Vampire Bat to examine the top card of the location, then may explore again.

    Mirror Image:
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Choosing to explore, and auto-acquire this (d12+9 vs 6).

    While searching near the river for Kasiya, Amaryllis comes across a frightened interrogator. Befriending him, he tells Amaryllis of a nearby demon in the river. Using the information gained from her new friend, she hunts down the beast slays it with her arcane magics, finding a low-level scroll in its lair. She stashes the scroll for possible future use.

    Amaryllis ends her turn, discards Mirror Image, and resets her hand.

    Amaryllis wrote:

    Hand: Count Jeggare, Blessing of Pharasma 2, Blessing of Pharasma 1, Blessing of the Spellbound 1, Bound Elemental, Gem of Mental Acuity, Binder's Tome,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Notes: Any of the blessings are available if needed, as are Jeggare and the Binder's Tome for checks at my location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

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

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


    Deck Handler // Searching For: TBD

    Whoops, I put the wrong character's name in my original post. I meant to start with Amaryllis so that Radovan might be relevant before my turn. (Also, a correction that I can't display Radovan. I'd confused myself twice over.)

    Didn't matter; no Disable/Stealth/Ranged checks were made during the turn, nor was any AoE damage dealt.

    Amaryllis may recharge Mirror Image from her discard pile post-reset, if she wants.

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

    Also; continuing on with my observations about the odd storyline. What was the point, from the perspective of storytelling, of us successfully gaining half of the Lexicon, rather than the full Lexicon, it it was immediately going to be stolen back from us anyway? There didn't seem to be any story-relevant reason for the "we only got part of it!" plot-point, unless something big happens when we touch the complete tome.

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

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

    Ukuja makes haste towards the ritual site; through the surrounding forests and around their strongest fortifications. Was it the threat to the land of Kasiya's ritual, or the risk to Oparal's life that drove him most?

    He did not know. Did it matter?

    Ukuja moves to the Dark Forest and takes his free exploration.
    Dark Forest Card 1: Spiked Pit Trap
    Dark Forest Card 2: Silver Raven Figurine
    Ukuja shuffles Silver Raven Figurine back, and encounters Spiked Pit Trap.

    Dark Forest Card 1: Spiked Pit Trap:

    Barrier B
    Traits: Trap Veteran
    To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
    The one time I didn't take Leryn; no Perception bonuses here. Should still be easy, but just to be safe...
    Ukuja places Giant Chameleon on top of his deck to add 1d6 to his check, as it's his first exploration this turn.

    Wisdom 7+3: 1d10 + 4 + 3 + 1d6 ⇒ (7) + 4 + 3 + (1) = 15 -> Spiked Pit Trap defeated.

    Kasiya's minions have taken advantage of the natural terrain, along with salvaged tools of warfare and torture to create a network of haphazard traps and obstructions. Ukuja's connections among the land warn him well in advance of the threats, and he navigates around them easily.

    Ukuja explores again from the Spiked Pit Trap's power.
    Dark Forest Card #: 1d9 + 1 ⇒ (9) + 1 = 10
    Dark Forest Card #: 1d8 + 1 ⇒ (6) + 1 = 7
    Dark Forest Card 10: Unholy Aspergillum +3
    Dark Forest Card 7: Sacred Weapon
    Ukuja shuffles Unholy Aspergillum +3 back, and encounters Sacred Weapon.

    Dark Forest Card 7: Sacred Weapon:

    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.
    Ukuja automatically acquires Sacred Weapon with his Divine skill.

    Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
    Dark Forest Card #: 1d9 + 1 ⇒ (9) + 1 = 10
    Dark Forest Card #: 1d8 + 1 ⇒ (6) + 1 = 7 (That's creepy; the same 2 rolls again...)
    Dark Forest Card #: 1d8 + 1 ⇒ (3) + 1 = 4
    Dark Forest Card 10: Unholy Aspergillum +3
    Dark Forest Card 4: Magic Padded Armor
    Ukuja shuffles Unholy Aspergillum +3 back, and encounters Magic Padded Armor.

    Dark Forest Card 4: Magic Padded Armor:

    Armor B
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 4
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Constitution 4: 1d6 ⇒ 3 -> Failed, Magic Padded Armor banished.

    Ukuja finds a corpse of what may have once been a crusader - his enchanted armor withstanding the ravaging of time far better than what is left of the body. Ukuja speaks a short, sympathetic prayer, before leaving the body to the wilds. Those that borrow from nature ultimately return to it, to provide for a new cycle of growth.

    Ukuja discards Snow Leopard to explore again.
    Dark Forest Card #: 1d9 + 1 ⇒ (3) + 1 = 4 (Alright fine, I'll adjust my rolls so I can't get repeats.)
    Dark Forest Card # (4 == 9, 7 == 10): 1d7 + 1 ⇒ (1) + 1 = 2
    Dark Forest Card # (4 == 9, 7 == 10): 1d6 + 2 ⇒ (4) + 2 = 6
    Dark Forest Card 2: Silver Raven Figurine
    Dark Forest Card 6: Wrecker Demon
    Ukuja shuffles Silver Raven Figurine back, and encounters Wrecker Demon.

    Dark Forest Card 6: Wrecker Demon:
    Monster 1
    Traits: Outsider Demon
    To Defeat: Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    Ukuja reveals Stone Axe +1 for combat.
    Combat 14 (Survival): 1d10 + 7 + 3 + 1d6 + 1 ⇒ (7) + 7 + 3 + (4) + 1 = 22 -> Wrecker Demon defeated.

    Wrecker demons count among Kasiya's minions, but they are slow and easily tricked - Ukuja's feints and variety of weapons takes them down with ease.

    With 4 explorations combined with the location power, I'd have hoped to have found the henchman by now. Well I'm not giving up yet!

    Ukuja discards to explore again.
    Dark Forest Card # (4/6/7 == 8/9/10): 1d6 + 1 ⇒ (3) + 1 = 4
    Dark Forest Card # (4/6 == 9/10): 1d5 + 1 ⇒ (4) + 1 = 5
    Dark Forest Card 8: Blessing of Pulura
    Dark Forest Card 5: Kasiya (VILLAIN)
    Ukuja shuffles Blessing of Pulura back, and encounters Kasiya.

    Dark Forest Card 5: Kasiya:
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.
    Unless a player wants to for some reason, skip on temporarily closing locations, since the only impact it could have would be if Ukuja lost this encounter, which he doesn't intend to (Kasiya won't escape if defeated, due to the scenario rules).
    BYA: Amaryllis and Erasmus encounter a Vescavor Swarm, but their checks won't affect Ukuja's encounter with Kasiya.
    Note that there's no harm in evading these monsters if you don't want to spend an attack spell. Also, Amaryllis, if you'd rather not spend your only attack spell or your Binder's Tome, then feel free to just fail the combat and take the damage. Your location converts it to Poison damage, and I'll happily recharge Radovan to reduce Poison Damage dealt to you to 0.

    Ukuja spies the ritual site through a gap in the trees - Kasiya and Oparal struggling; the vampire-prince's claw-like grip around the Paladin's neck as she grasps his hideous skull, pouring Divine magic into his body as he hisses. Ukuja rushes firward, drawing his axe as he charges with an elvish warcry, hoping to draw Kasiya's attention away from Captain Oparal!

    Ukuja will encounter Kasiya in a separate post. Turn on hold.

    Ukuja wrote:

    Hand: Stone Axe +1, Snapping Flytrap, Sacred Weapon, Cure, Angelstep, Radovan Virholt,

    Displayed: Pygmy Ankylosaur,
    Deck: 10 Discard: 3 Buried: 0
    Notes: Radovan Virholt may be recharged to protect any character from 2 Combat damage, or all Poison/Fire damage.
    Mythic Charges: 3

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.


    Deck Handler // Searching For: TBD

    Ukuja continues the encounter with Kasiya.

    Ukuja discards Sacred Weapon to Kasiya's power in order to reveal and discard Stone Axe +1 for combat.
    After adding his number of Mythic Charges (3) to his Wisdom/Charisma check, Ukuja expends 2 Mythic Charges to replace his 2 highest dice with d20s.
    Combat 27 (Survival): 1d20 + 7 + 3 + 1d20 + 1 + 2d6 ⇒ (7) + 7 + 3 + (7) + 1 + (6, 2) = 33 -> Kasiya defeated. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively shuffles Blessing of Milani from his discard pile into his deck, clearing his recharged and topdecked piles. From defeating a bane with the Mythic trait, Ukuja gains a mythic charge (now 2).

    From the scenario rules, Kasiya is banished, Ukuja draws Captain Oparal and the new villain and a bunch of blessings are shuffled into location decks.

    Ukuja's attack takes the prince by surprise; but Oparal fights and uses her magic to prevent his escape or shapeshifting for long enough for Ukuja to cleave the one-prince's head from his unliving body with a yell.

    The vampire, and the Lexicon, fall to the ground, and all is silent for a brief moment.

    Until a horrible, ear-wrenching scream tears at the senses of all for miles, the succubus Yavalliska appearing from a portal, surrounded by fang and fire, and snatching at the Lexicon. As more demons swirl around her, Ukuja grabs Oparal, convincing her to run to safety so that they may regroup with their allies rather than fighting the succubus and her minions head-on as a duo.

    Ukuja recharges Captain Oparal to shuffle Amaryllis's Vampire Bat from her discard pile into her deck, clearing her recharged pile.

    Ukuja reveals Cure to heal himself.
    Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Ukuja shuffles all 4 cards (Elk, Snow Leopard, Sacred Weapon, Stone Axe +1) from his discard pile into his deck.
    Cure is auto recharged with Divine (Divine 8: 1d10+5+2).

    Since I'm now weaponless and the only ally I may explore with doesn't take up a hand slot anyway; no more explorations this turn. Next turn I'll finish up this location, whether the new villain's here or not.

    Ukuja and Oparal make their way to relative safety, Ukuja throwing magical blasts behind them to deter their pursuers. When they have breathing space, he takes a moment to heal them both in the span of a few breaths. Oparal seems stunned, silent and pale, and the Hunter looks around for somewhere safe enough where she may rest, concerned at the lingering scars left from her ordeal.

    Ukuja ends his turn.
    Ukuja resets his hand, revealing Snapping Flytrap and Angelstep to increase his hand size by 2. (Though it really reads like I should be able to increase by hand size by 4, since they each have a power that lets me increase my hand size by revealing any number of plants. I'm pretty certain that's not the intent, however.)

    Ukuja wrote:

    Hand: Radovan Virholt, Blessing of the Gods, Snow Leopard, Blessing of the Ancients, Bloodscent, Elk, Wendifisa Spear, Snapping Flytrap, Angelstep,

    Displayed: Pygmy Ankylosaur,
    Deck: 12 Discard: 0 Buried: 0
    Notes: Radovan Virholt may be recharged to protect any character from 2 Combat damage, or all Poison/Fire damage. He may also add to Ranged, Disable or Stealth checks at Ukuja's location.
    Blessing of the Ancients is free to use.
    Snow Leopard is free to use.

    Off-Turn, Ukuja will discard Blessing of the Gods to gain a Mythic Charge as soon as a Blessing of Ascension is flipped over.
    Mythic Charges: 2

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    Amaryllis and Erasmus must encounter a Vescavor Swarm (at the time, Ukuja has no support to provide except for Radovan, which is on offer for Amaryllis if desired).
    Ukuja will update his hand ASAP if Radovan was used.

    Amaryllis then had her Vampire Bat healed, shuffling her deck.

    New Corrupted Blessings (and the new Villain) must be shuffled into location decks as per the scenario rule.


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

    Yeah, I could've recharged Magic Armor, but then I have the chance to draw it again, especially if my deck gets shuffled. This way, it's there if I start running low on cards, but I don't have to worry about drawing it into my hand.

    Off-turn encounter with a Vescavor Swarm.

    Vescavor Swarm:
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Since Amaryllis doesn't have any spells available, going with straight Strength, revealing Binder's Tome for a d4, and discarding a BoPharasma for an extra die. Still not great odds, but the best I can come up with. And there's always Radovan if I lose.... (Plus it opens a slot in my hand to hopefully draw a spell next turn.)
    Combat 11: 2d6 + 1d4 ⇒ (4, 2) + (2) = 8 -> Failed, take 3 damage. Ukuja recharges Radovan to reduce the damage.

    Off-turn, Vampire Bat shuffled into my deck, clearing my recharge pile.


    Deck Handler // Searching For: TBD

    Fine by me; I actually preferred to recharge Radovan so I could draw something else anyway.

    New hand reset (note that Radovan would've been shuffled in by the Cure spell later in the turn)...

    Ukuja wrote:

    Hand: Captain Oparal, Blessing of the Gods, Snow Leopard, Blessing of the Ancients, Bloodscent, Elk, Wendifisa Spear, Snapping Flytrap, Angelstep,

    Displayed: Pygmy Ankylosaur,
    Deck: 12 Discard: 0 Buried: 0
    Notes: Captain Oparal may also add to Divine or Melee checks at Ukuja's location.
    Blessing of the Ancients is free to use.
    Snow Leopard is free to use.

    Off-Turn, Ukuja will discard Blessing of the Gods to gain a Mythic Charge as soon as a Blessing of Ascension is flipped over.
    Mythic Charges: 2


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

    Vescavor Swarm:

    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Discard Mind Thrust.
    Combat (Perception) 11: 1d6 + 5 + 3 + 1d8 ⇒ (4) + 5 + 3 + (6) = 18 Defeated!
    Auto succeed Recharge check against DC7 Perception at +8 to the roll.

    As he starts his way up the famous landmark, Erasmus is assaulted by a swarm of demonic insects. Sending a powerful burst of psychic energy out towards them, he quickly disperses the swarm and continues on up the mountain.

    It is the hour of Pulura
    Start of turn: Recharge Harrow Deck to add +2 to all checks this turn.
    Explore Eagle Rock

    Blessing of Deskari:

    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Auto acquire against Divine 5 using Wisdom at base 1d4+7

    It seems that the evil insects had made their nest in a hidden shrine to the Lord of the Locusts, Deskari. Erasmus doesn't linger too long but does retrieve some small symbols of power that may be able to turned against the demonic hordes.

    Discard Sign of the Lantern Bearer to explore again.

    Demonic Horde:

    Barrier B
    Traits: Skirmish Demon
    To Defeat: None
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Random encounters 1-Amaryllis, 2-Erasmus, 3-Ukuja: 3d3 ⇒ (1, 2, 3) = 6
    Everyone encounters one:
    Shadow Demon:

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

    Display Spirit Relatives. Put marker on Baylock.
    Reveal Marksman's Bow which has Magic trait.
    Combat (Dexterity) 20: 1d8 + 3 + 1d6 + 3 + 1d4 + 3 + 2 ⇒ (4) + 3 + (3) + 3 + (3) + 3 + 2 = 21 Defeated!

    Not happy at Erasmus's presence or the removal of the unholy items, the shadows lunge forward, revealing themselves to be a powerful demon. The medium is becoming well practised with the bow, however, and with the ever present guidance from his dear departed older brother, he manages to dispatch the demon with one well placed shot.

    Will wait for result of other encounters before deciding whether to explore again.

    Current hand:

    Erasmus wrote:

    Hand: Blessing of Deskari, Valais Durant, Kinetic Blast, Marksman's Bow, Sign of the Pack 2,

    Displayed: Spirit Relatives (Baylock),
    Deck: 13 Discard: 1 Buried: 0
    Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 3
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 ([X]+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.


    Eagle Rock was shuffled with either the villain or a corrupted blessing. I was waiting on your swarm encounter before posting an update with the shuffled locations.

    If either of these are a 1, you encounter that card instead. Otherwise we’ll keep what you already explored.

    1d11 ⇒ 3
    1d10 ⇒ 8


    During This Adventure: The servitor demon is the henchman Shadow Demon.

    During This Scenario: Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively. Treat the villain Faxon as the villain Kasiya and the villain Hosilla as the villain Yavalliska.
    When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    When Kasiya would be defeated, instead banish him and do not close this location. Draw Aron Kir (proxy for Captain Oparal) from the box. Draw a number of random blessings that have the Corrupted trait from the box equal to the number of open locations; shuffle the villain Hosilla (proxy for Yavalliska) and these blessings together, then shuffle 2 of these cards into the location deck Kasiya was in, and shuffle 1 of these cards into each other open location deck.

    Cohorts: Radovan Virholt, Count Jeggare, Valais Durant

    Additional Rules:

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

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

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

    Story Banes:

    Kasiya (Villain)
    Spoiler:
    Kasiya
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.

    Ulkreth (Henchman)

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

    Yavalliska (Villain)

    Spoiler:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

    Loot:

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

    Black Robe (Loot)

    Spoiler:
    Black Robe
    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.

    Fiendsplitter (Loot)

    Spoiler:
    Fiendsplitter
    Loot 3
    Type: Weapon
    Traits: Axe Melee Slashing 2-Handed Magic Torag
    For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

    Sacred Prism (Loot)

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

    Scale of Disguise (Loot)

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

    Scale of Sacred Weaponry (Loot)

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

    Soulshear (Loot)

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

    Spherewalker Staff (Loot for Amaryllis and Ukuja)

    Spoiler:
    Spherewalker Staff
    Loot 3
    Type: Item
    Traits: Staff Magic Desna
    Owner: Arueshalae
    During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
    Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

    Starbow (Loot for Erasmus)

    Spoiler:
    Starbow
    Loot 3
    Type: Weapon
    Traits: Bow Ranged Piercing 2-Handed Magic Desna
    Owner: Arueshalae
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

    Summons:

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

    Blood Demon (Summon)

    Spoiler:
    Blood Demon
    Henchman 2
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 17
    The Blood Demon is immune to the 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.
    During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

    Brimorak (Summon)

    Spoiler:
    Brimorak
    Henchman B
    Type: Monster
    Traits: Outsider Demon Veteran
    To Defeat: Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Corrupted Solider (Summon)

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

    Cultist of Baphomet (Summon)

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

    Fiendish Minotaur (Summon)

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

    Fiendish Tree (Summon)

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

    Ivory Templar (Summon)

    Spoiler:
    Ivory Templar
    Henchman 3
    Type: Monster
    Traits: Human Paladin
    To Defeat: Combat 20
    If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
    If undefeated, before taking damage, recharge your hand and reset it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth (Summon)

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

    Vescavor Swarm (Summon)

    Spoiler:
    Vescavor Swarm
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Wight (Summon)

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

    Support Cards:

    Captain Oparal (Cohort)
    Spoiler:
    Captain Oparal
    Cohort 3
    Traits: Elf Paladin
    Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
    Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
    “Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

    Radovan Virholt (Cohort)

    Spoiler:
    Radovan Virholt
    Cohort 3
    Traits: Rogue Hellspawn
    Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
    Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
    “Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

    Count Jeggare (Cohort)

    Spoiler:
    Count Jeggare
    Cohort 3
    Traits: Half-Elf Wizard
    Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location.
    Recharge this card to put a spell from a character’s discard pile on top of her deck.
    “Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

    Valais Durant (Cohort)

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

    Mythic Archmage (Mythic Path)

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

    Mythic Hierophant (Mythic Path)

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

    Redemption Card

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


    Acquired Cards:

    Blessing of Deskari (Blessing 1)
    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Interrogator (Ally B)

    Spoiler:
    Interrogator
    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.

    Mirror Image (Spell B)

    Spoiler:
    Mirror Image
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Sacred Weapon (Spell B)

    Spoiler:
    Sacred Weapon
    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.

    Random Monsters:

    Monster 1
    Spoiler:
    Crocodile
    Monster B
    Traits: Animal Aquatic Elite
    To Defeat: Combat 13
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
    This reptile lunges out of the placid water with shocking speed.

    Monster 2

    Spoiler:
    Drocha Swarm
    Monster 3
    Traits: Undead Swarm Incorporeal
    To Defeat: Combat 20 OR Wisdom Divine 17
    The Drocha Swarm is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
    If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
    Lost souls coalesce. Eyes twitch. Mouths scream.

    Monster 3

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

    Monster 4

    Spoiler:
    Drake Rider
    Monster 3
    Traits: Outsider Demon Fighter AND Dragon
    To Defeat: (Dragon) Combat 21 THEN (Rider) Combat 23
    The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
    If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

    Monster 5

    Spoiler:
    Accursed Priest
    Monster 1
    Traits: Undead Cleric Veteran
    To Defeat: Combat 11 OR Divine 8
    The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
    If defeated, recharge a random blessing from your discard pile.
    If undefeated, bury the bottom card of your deck.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    Spoiler:
    Temptation of Lucre
    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 3

    Spoiler:
    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.

    Barrier 4

    Spoiler:
    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.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Ranseur of the Gargoyle
    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 2

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Paralyze
    Spell 2
    Traits: Magic Arcane Divine Mental
    To Acquire: Intelligence Arcane Wisdom Divine 8
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Consecrate
    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 3

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

    Spell 4

    Spoiler:
    Protect
    Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Spellcaster's Shield
    Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude Arcane Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2

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

    Armor 3

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

    Armor 4

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

    Armor 5

    Spoiler:
    Magic Padded Armor
    Armor B
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 4
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:

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

    Item 2

    Spoiler:
    Mist Horn
    Item 1
    Traits: Object Magic
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Item 3

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

    Item 4

    Spoiler:
    Spellbottle
    Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 5

    Spoiler:
    Archer's Bracers
    Item B
    Traits: Accessory Magic Elite
    To Acquire: Dexterity Ranged 7
    Reveal this card to add 2 to your Ranged combat check.

    Random Allies:

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

    Ally 2

    Spoiler:
    Riftwarden
    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 3

    Spoiler:
    Retainer
    Ally B
    Traits: Elf Hireling
    To Acquire: Charisma Diplomacy 4
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Ally 4

    Spoiler:
    Apprentice
    Ally B
    Traits: Half-Elf
    To Acquire: Arcane Divine Charisma Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 5

    Spoiler:
    Animal Tamer
    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing 2

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4

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

    Blessing 5

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 3 Erasmus/Greenclaw
    Top of Blessing Discard Pile:

    Blessing of Pulura:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Remaining: 27

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 4 - Turn 4 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 - Turn 5 Ukuja/Yewstance

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

    Blessings Deck Card 6 - Turn 6 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle

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

    Blessings Deck Card 8 - Turn 8 Ukuja/Yewstance

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 9 - Turn 9 Erasmus/Greenclaw

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

    Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

    Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

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

    Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Abyssal Rift (Abyssal Side)
    Traits: Abyssal
    At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.

    Flip Side:

    Abyssal Rift (Normal Side)
    At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of the location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.


    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None
    Abyssal Rift Card 1:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic
    To Defeat: Arcane Divine 12 OR Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 2:
    Gargoyle
    Monster 2
    Traits: Gargoyle
    To Defeat: Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    This sinister crouching humanoid resembles a horned, winged demon statue.
    Abyssal Rift Card 3:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Abyssal Rift Card 4:
    Toad Demon
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 5:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 6:
    Weapon of Awe
    Spell 1
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 7:
    Man-Eating Aurochs
    Monster B
    Traits: Animal Elite
    To Defeat: Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 8:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 9:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Abyssal Rift Card 10:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 11:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Dark Forest
    At This Location (Open): When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: At the end of your turn, recharge your hand.
    At This Location (Closed): At the end of your turn, recharge your hand.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Ukuja/Yewstance

    Dark Forest Card 1:
    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.
    Dark Forest Card 2:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Dark Forest Card 3:
    Silver Raven Figurine
    Item B
    Traits: Object Magic Elite
    To Acquire: Intelligence Arcane Craft 7
    Recharge this card to give 1 weapon, armor, or item to another character.
    Recharge this card to allow another character to give 1 weapon, armor, or item to you.
    You are allowed to play this card when a character encounters a card.
    Dark Forest Card 4:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Dark Forest Card 5:
    Unholy Aspergillum +3
    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.
    Dark Forest Card 6:
    Warmonger Wasp
    Monster 3
    Traits: Construct Vermin
    To Defeat: Combat 19
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.
    This construct is an amalgum of protoplasmic flesh and pure chaos.
    Dark Forest Card 7:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Eagle Rock
    At This Location (Open): All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Erasmus/Greenclaw

    Eagle Rock Card 1 (Demonic Horde):
    Demonic Horde
    Barrier B
    Traits: Skirmish Demon
    To Defeat: None
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 2:
    Locust Demon
    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.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 3:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 4:
    Pauper's Thighbone
    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.
    Eagle Rock Card 5:
    Carrion Golem
    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 6:
    Cold Iron Mace +1
    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.
    Eagle Rock Card 7:
    Pitborn Scoundrel
    Monster B
    Traits: Pitborn Demon Rogue Elite
    To Defeat: Combat 12
    If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 8:
    Force Shortbow +1
    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.
    Eagle Rock Card 9:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Eagle Rock Card 10:
    Druid of the Flame
    Ally 1
    Traits: Human Druid Veteran
    To Acquire: Survival 7 OR Charisma Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Abyssal River
    Traits: Abyssal
    At This Location (Open): When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Amaryllis/Void_Eagle

    Abyssal River Card 1:
    Temptation of Arms
    Barrier B
    Traits: Temptation
    To Defeat: None
    Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
    After you act, banish this barrier.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 2:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Abyssal River Card 3:
    Talisman of Good
    Item 3
    Traits: Accessory Magic Divine Mythic
    To Acquire: Divine 11
    Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
    After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
    Abyssal River Card 4:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 5:
    Blasphemous Priest
    Monster B
    Traits: Undead Cleric Elite
    To Defeat: Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 6:
    Blessing of Nethys
    Blessing 2
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal River Card 7:
    Cambion
    Monster B
    Traits: Outsider Demon Elite
    To Defeat: Combat 12
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
    Abyssal River Card 8:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Wounded Lands
    Traits: Abyssal
    At This Location (Open): When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    At This Location (Closed): No effect.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Wounded Lands Card 1:
    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.
    Wounded Lands Card 2:
    Baleful Shadows
    Barrier B
    Traits: Obstacle Undead Elite
    To Defeat: Wisdom Divine Stealth 11
    If undefeated, a character at your location summons and encounters the henchman Wight.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 3:
    Gossamer Shrouds
    Armor 2
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 7
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Wounded Lands Card 4:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 5:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 6:
    Quarterstaff of Vaulting
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
    To Acquire: Strength Melee 9 OR Acrobatics 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Recharge this card to automatically succeed at your Acrobatics check.
    Discard this card to put the second card of your location deck on top of your location deck.
    Wounded Lands Card 7:
    Chief Sull
    Ally 1
    Traits: Mongrel Aristocrat Elite
    To Acquire: Charisma Diplomacy 0
    The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
    Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
    Wounded Lands Card 8:
    Explosive Runes
    Barrier B
    Traits: Trap Magic Arcane Veteran
    To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 9:
    Bunyip
    Monster B
    Traits: Bunyip Aquatic Elite
    To Defeat: Combat 9
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.
    The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
    Wounded Lands Card 10:
    Mongrel Ranger
    Monster B
    Traits: Mongrel Ranger Elite
    To Defeat: Combat See Below
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
    Location: When you encounter a bane, you may not play allies on your checks.
    This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
    Wounded Lands Card 11:
    Rallying Cry
    Barrier B
    Traits: Task Cache
    To Defeat: None
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
    Location: When you encounter a bane, you may not play allies on your checks.


    Amaryllis and Ukuja must each summon and encounter Shadow Demon per Demonic Horde (per the above rolls, everyone gets 1). After that is resolved, we will continue with Erasmus's turn.

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


    Deck Handler // Searching For: TBD

    Note: I believe it's a pretty safe assumption that Amaryllis will evade her encounter with the Shadow Demon, leaving the barrier undefeated. She would take 1d4 Cold Damage from its BYA, and also have no method of combat against it.
    Ukuja doesn't have his Giant Chameleon to freely evade, so he'll still complete his check. Not a hard fight.

    Ukuja encounters a summoned Shadow Demon.

    Ukuja reveals Wendifisa Spear for combat.
    Wendifisa Spear adds the Melee trait to the check, so Ukuja reveals Captain Oparal to add 1d6.
    Combat 20 (Survival): 1d10 + 7 + 2 + 1d12 + 1 + 1d6 ⇒ (4) + 7 + 2 + (12) + 1 + (3) = 29 -> Shadow Demon defeated.

    Ukuja wrote:

    Hand: Captain Oparal, Blessing of the Gods, Snow Leopard, Blessing of the Ancients, Bloodscent, Elk, Wendifisa Spear, Snapping Flytrap, Angelstep,

    Displayed: Pygmy Ankylosaur,
    Deck: 12 Discard: 0 Buried: 0
    Notes: Captain Oparal may also add to Divine or Melee checks at Ukuja's location.
    Blessing of the Ancients is free to use.
    Snow Leopard is free to use.

    Off-Turn, Ukuja will discard Blessing of the Gods to gain a Mythic Charge as soon as a Blessing of Ascension is flipped over.
    Mythic Charges: 2


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

    Yeah, hate to do it, but burying the Binder's Tome to evade the Shadow Demon.


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

    End Turn. Reset Hand.

    Erasmus wrote:

    Hand: Blessing of Deskari, Valais Durant, Kinetic Blast, Marksman's Bow, Sign of the Pack 2, Blessing of Sarenrae,

    Displayed: Spirit Relatives (Baylock),
    Deck: 12 Discard: 1 Buried: 0
    Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 3
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


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

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

    Amaryllis stays at the Abyssal River, and takes her free exploration.

    Temptation of Arms:
    Barrier B
    Traits: Temptation
    To Defeat: None
    Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons 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; a character at your location is dealt 1d4+1 Combat damage. Otherwise, the barrier is defeated.
    After you act, banish this barrier.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.

    Three non-basic weapons: Ranseur of the Gargoyle, Demonbane Light Crossbow +1, and Rod of the Viper. Not taking any of them, so the barrier is defeated.

    While searching along the banks of the river, Amaryllis comes across a cache of weapons. Not seeing an immediate use for them, she continues her search.

    Amaryllis ends her turn and resets her hand.

    Amaryllis wrote:

    Hand: Count Jeggare, Pyrotechnic Blast, Blessing of Pharasma 1, Blessing of the Spellbound 1, Bound Elemental, Gem of Mental Acuity, Mist Horn,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Notes: Either of the blessings are available if needed, as is Jeggare for checks at my location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

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

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

    I'm assuming that Ukuja uses his BotGods at some point during my turn to gain a mythic charge.


    Deck Handler // Searching For: TBD

    As Amaryllis noted (thanks!); Ukuja will discard Blessing of the Gods, mimicking Blessing of Ascension, on her turn to gain a mythic charge (now 3).

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

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

    Ukuja stays at the Dark Forest, then takes his free exploration.
    Dark Forest Card #: 1d7 ⇒ 1
    Dark Forest Card #: 1d6 + 1 ⇒ (5) + 1 = 6
    Dark Forest Card 1: Wolverine
    Dark Forest Card 6: Warmonger Wasp
    Ukuja shuffles Warmonger Wasp back, and encounters Wolverine.

    Dark Forest Card 1: 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 automatically acquires Wolverine with his Survival skill (1d10+7+3).

    Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
    Dark Forest Card #: 1d6 + 1 ⇒ (5) + 1 = 6
    Dark Forest Card # (6 == 7): 1d5 + 1 ⇒ (3) + 1 = 4
    Dark Forest Card 6: Warmonger Wasp
    Dark Forest Card 4: Blessing of Abraxas
    Ukuja shuffles Warmonger Wasp back, and encounters Blessing of Abraxas.

    Dark Forest Card 4: Blessing of Abraxas:

    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Ukuja automatically acquires Blessing of Abraxas with his Divine skill and Elk's bonus (1d10+5+3+1d6).

    Ukuja discards Snow Leopard to explore again.
    Dark Forest Card # (4 == 7): 1d5 + 1 ⇒ (5) + 1 = 6
    Dark Forest Card # (4 == 7): 1d4 + 1 ⇒ (4) + 1 = 5
    Dark Forest Card 6: Warmonger Wasp
    Dark Forest Card 5: Unholy Aspergillum +3
    Wow, that Warmonger Wasp is clearly looming over Ukuja.
    Ukuja shuffles Warmonger Wasp back, and encounters Unholy Aspergillum +3.

    Dark Forest Card 5: Unholy Aspergillum +3:

    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.
    Ukuja reveals Captain Oparal to add 1d6 to his untrained Melee check.
    Melee 9: 1d4 + 1d6 ⇒ (2) + (3) = 5 -> Failed. Unholy Aspergillum +3 banished.

    Ukuja discards Wolverine to explore again, adding 1d6 to Stealth checks during this exploration.
    Dark Forest Card # (4/5 == 6/7): 1d4 + 1 ⇒ (2) + 1 = 3
    Dark Forest Card # (3/4 == 6/7): 1d3 + 1 ⇒ (1) + 1 = 2
    Dark Forest Card 3: Silver Raven Figurine
    Dark Forest Card 2: Blessing of Abraxas
    Ukuja shuffles Silver Raven Figurine back, and encounters Blessing of Abraxas.

    Dark Forest Card 2: Blessing of Abraxas:
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Ukuja automatically acquires Blessing of Abraxas with his Divine skill (1d10+5+3).

    Ukuja discards Blessing of the Ancients to examine the top card of his location...
    Dark Forest Card # (2/4 == 6/7): 1d3 + 1 ⇒ (2) + 1 = 3
    Dark Forest Card 3: Silver Raven Figurine

    Then explores his location with the Blessing of the Ancients' power, examining the top 2 anyway from the location effect. Only cards 6 and 7 are left to be potentially examined besides the Silver Raven Figurine, so that makes this a little easier.
    Dark Forest Card 3: Silver Raven Figurine
    Dark Forest Card #: 1d2 + 5 ⇒ (2) + 5 = 7
    Dark Forest Card 7: Blessing of Pulura
    Ukuja shuffles Silver Raven Figurine back, and encounters Blessing of Pulura.

    Dark Forest Card 7: Blessing of Pulura:

    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ukuja automatically acquires Blessing of Pulura with his Divine skill (1d10+5+3).

    That's all 3 blessings accounted for; there's definitely no villain here. I'll close off the location this turn anyway - shame the 'recharge my hand' business interferes with my plant powers.

    Ukuja discards Blessing of Abraxas 2 to explore again. There's only 2 cards left in the location deck, so...
    Dark Forest Card 3: Silver Raven Figurine
    Dark Forest Card 6: Warmonger Wasp
    Ukuja places Warmonger Wasp back, and encounters Silver Raven Figurine.

    Dark Forest Card 3: Silver Raven Figurine:

    Item B
    Traits: Object Magic Elite
    To Acquire: Intelligence Arcane Craft 7
    Recharge this card to give 1 weapon, armor, or item to another character.
    Recharge this card to allow another character to give 1 weapon, armor, or item to you.
    You are allowed to play this card when a character encounters a card.
    Ukuja chooses not to attempt to acquire the Silver Raven Figurine. Silver Raven Figurine banished.

    Ukuja discards Snapping Flytrap to explore again. (BR: Uh, I hate to be picky, but once again - RAW - this almost seems like an illegal play. A power (from the location) requires me to examine 2 cards from the location, but there's only 1 card there, and it has been pointed out to me that a partially illegal power cannot be willingly used. Clearly not the intent here, but that particular ruling rubs me the wrong way for situations like this.)
    Dark Forest Card 6: Warmonger Wasp
    That's the only card left, so Ukuja encounters it.

    Dark Forest Card 6: Warmonger Wasp:
    Warmonger Wasp
    Monster 3
    Traits: Construct Vermin
    To Defeat: Combat 19
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.
    BYA Electricity Damage: 1d4 ⇒ 4 -> Ukuja places Pygmy Ankylosaur on top of his deck to reduce Electricity damage taken by 4, to 0.
    Ukuja reveals Wendifisa Spear for combat.
    Wendifisa Spear adds the Melee trait to the check, so Ukuja reveals Captain Oparal to add 1d6.
    Combat 19 (Survival): 1d10 + 7 + 3 + 1d12 + 1 + 1d6 ⇒ (1) + 7 + 3 + (6) + 1 + (3) = 21 -> Warmonger Wasp defeated.

    Ukuja reveals Angelstep to heal himself.
    Angelstep: 1d4 + 1 ⇒ (2) + 1 = 3 -> Ukuja shuffles 3 random cards (Blessing of the Gods, Snow Leopard, Blessing of the Ancients) into his deck. Recharged pile cleared. Topdecked cards cleared.
    Angelstep is auto recharged with Survival (Survival 9: 1d10+7+3).

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

    Ukuja ends his exploration step, and attempts to close the Dark Forest, which is empty of cards.
    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 10: 1d10 + 7 + 3 + 1d10 ⇒ (7) + 7 + 3 + (9) = 26 -> Dark Forest closed.
    After passing the check, Ukuja examines the top card of the Eagle Rock.
    (BR: Please examine the top card of Eagle Rock after it's shuffled. That way at least we won't accidentally run into Demonic Horde again whilst Amaryllis is unable to fight servitor demons, assuming Erasmus wishes to stay there.)

    Bloodscent is automatically recharged with Divine (Divine 8: 1d10+5+3).

    Ukuja ends his turn, randomly recharging the animal Wolverine from his discard pile from his power.
    From the location power, Ukuja recharges Blessing of Pulura, then Blessing of Abraxas, then Wendifisa Spear.
    Ukuja resets his hand.

    Flavour may be added as a separate post later.

    Ukuja wrote:

    Hand: Verdant Rager, Blessing of the Ancients 2, Blessing of the Ancients, Stone Axe +1, Pygmy Ankylosaur, Snow Leopard, Cure,

    Displayed:
    Deck: 17 Discard: 2 Buried: 0
    Notes: See below.
    Mythic Charges: 3

    At the start of Erasmus' turn, Ukuja will display Pygmy Ankylosaur.

    Ukuja wrote:

    Hand: Verdant Rager, Blessing of the Ancients 2, Blessing of the Ancients, Stone Axe +1, Snow Leopard, Cure,

    Displayed: Pygmy Ankylosaur,
    Deck: 17 Discard: 2 Buried: 0
    Notes: An excellent turn; acquired a bunch of blessings and allies, and healed them all back into my deck easily.

    Snow Leopard is free to be recharged to add 1d4 to a combat check.
    Both Blessings of the Ancients are free to be used to add a die to any check.

    Let me know if you want Ukuja to come to your location with a Cure next turn.
    Mythic Charges: 3

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

    The Dark Forest is closed.
    The top card of the Eagle Rock (after it's shuffled by the BR from the undefeated Demonic Horde) is known.


    Deck Handler // Searching For: TBD

    Flavour post.

    As Ukuja hides deeper in the forest, he finds a hollow where the Paladin can heal herself up and recover her senses. Oparal is insistent that she can continue to fight, but Radovan butts in.

    "Oparal, you look like Death spent a week in the taverns, then joined up with the Kenabres crusaders on a drunken dare. Iomedae's not gonna smite you for taking some shut-eye. We got this." Radovan gives the Paladin two exaggerated thumbs-up as Ukuja lays her down, whistling for some creatures of the wild to guard the area.

    "You have curious opinions as to what the Lady of Graves would do to unwind." Oparal grunts, a corner of her lips twitching with the hint of a smile.

    "You don't know the half of it. Got any charcoal? I'm sure I could sketch out -" Radovan begins, as Ukuja takes this as an ideal chance to slip out unnoticed. Radovan can ensure Oparal's safety - and assess her mental state. They've got history, they trust each other.

    Ukuja will worry about hunting down Yavalliska. He grins. Hunting demons has become his full-time job, after all.

    Ukuja scouts out more of the forest; spearing some horrific, flying wasp contruct in the process, drawing upon the protection granted by his Ankylosaur companion to resist its chaotic magics. He calls more of the forest to his call, and finds extensive evidence of cultist activity littered about - dark artifacts and symbols - but no sign of Yavalliska.

    He pockets some of the more harmless - he hopes - symbols. Perhaps they'll help direct him to where Yavalliska and her minions hide themselves.


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

    With all this shuffling, examining etc. I think now would be a nice time for an update. I'll wait a little longer for one, but will take my next turn soon regardless if no updates appear.


    During This Adventure: The servitor demon is the henchman Shadow Demon.

    During This Scenario: Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively. Treat the villain Faxon as the villain Kasiya and the villain Hosilla as the villain Yavalliska.
    When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    When Kasiya would be defeated, instead banish him and do not close this location. Draw Aron Kir (proxy for Captain Oparal) from the box. Draw a number of random blessings that have the Corrupted trait from the box equal to the number of open locations; shuffle the villain Hosilla (proxy for Yavalliska) and these blessings together, then shuffle 2 of these cards into the location deck Kasiya was in, and shuffle 1 of these cards into each other open location deck.

    Cohorts: Radovan Virholt, Count Jeggare, Valais Durant

    Additional Rules:

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

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

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

    Story Banes:

    Kasiya (Villain)
    Spoiler:
    Kasiya
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.

    Ulkreth (Henchman)

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

    Yavalliska (Villain)

    Spoiler:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

    Loot:

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

    Black Robe (Loot)

    Spoiler:
    Black Robe
    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.

    Fiendsplitter (Loot)

    Spoiler:
    Fiendsplitter
    Loot 3
    Type: Weapon
    Traits: Axe Melee Slashing 2-Handed Magic Torag
    For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

    Sacred Prism (Loot)

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

    Scale of Disguise (Loot)

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

    Scale of Sacred Weaponry (Loot)

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

    Soulshear (Loot)

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

    Spherewalker Staff (Loot for Amaryllis and Ukuja)

    Spoiler:
    Spherewalker Staff
    Loot 3
    Type: Item
    Traits: Staff Magic Desna
    Owner: Arueshalae
    During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
    Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

    Starbow (Loot for Erasmus)

    Spoiler:
    Starbow
    Loot 3
    Type: Weapon
    Traits: Bow Ranged Piercing 2-Handed Magic Desna
    Owner: Arueshalae
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

    Summons:

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

    Blood Demon (Summon)

    Spoiler:
    Blood Demon
    Henchman 2
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 17
    The Blood Demon is immune to the 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.
    During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

    Brimorak (Summon)

    Spoiler:
    Brimorak
    Henchman B
    Type: Monster
    Traits: Outsider Demon Veteran
    To Defeat: Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Corrupted Solider (Summon)

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

    Cultist of Baphomet (Summon)

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

    Fiendish Minotaur (Summon)

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

    Fiendish Tree (Summon)

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

    Ivory Templar (Summon)

    Spoiler:
    Ivory Templar
    Henchman 3
    Type: Monster
    Traits: Human Paladin
    To Defeat: Combat 20
    If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
    If undefeated, before taking damage, recharge your hand and reset it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth (Summon)

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

    Vescavor Swarm (Summon)

    Spoiler:
    Vescavor Swarm
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Wight (Summon)

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

    Support Cards:

    Captain Oparal (Cohort)
    Spoiler:
    Captain Oparal
    Cohort 3
    Traits: Elf Paladin
    Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
    Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
    “Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

    Radovan Virholt (Cohort)

    Spoiler:
    Radovan Virholt
    Cohort 3
    Traits: Rogue Hellspawn
    Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
    Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
    “Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

    Count Jeggare (Cohort)

    Spoiler:
    Count Jeggare
    Cohort 3
    Traits: Half-Elf Wizard
    Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location.
    Recharge this card to put a spell from a character’s discard pile on top of her deck.
    “Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

    Valais Durant (Cohort)

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

    Mythic Archmage (Mythic Path)

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

    Mythic Hierophant (Mythic Path)

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

    Redemption Card

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


    Acquired Cards:

    Blessing of Abraxas (Blessing B) x2
    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing of Deskari (Blessing 1)

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing of Pulura (Blessing B)

    Spoiler:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Interrogator (Ally B)

    Spoiler:
    Interrogator
    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.

    Mirror Image (Spell B)

    Spoiler:
    Mirror Image
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Sacred Weapon (Spell B)

    Spoiler:
    Sacred Weapon
    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.

    Wolverine (Ally 1)

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

    Random Monsters:

    Monster 1
    Spoiler:
    Mercenary
    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

    Spoiler:
    Salamander
    Monster 2
    Traits: Outsider
    To Defeat: Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales.

    Monster 3

    Spoiler:
    Will-O'-Wisp
    Monster 3
    Traits: Aberration
    To Defeat: Combat 16 OR Wisdom 14
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
    These maletic aberrations feed on the fear of terrified travelers.

    Monster 4

    Spoiler:
    Carrion Golem
    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Temptation of Lucre
    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 2

    Spoiler:
    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.

    Barrier 3

    Spoiler:
    Temptation of Invincibility
    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 4

    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Swordbreaker
    Weapon B
    Traits: Knife Melee Slashing Finesse Veteran
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

    Weapon 3

    Spoiler:
    Lance
    Weapon B
    Traits: Polearm Melee Piercing 2-Handed Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

    Weapon 4

    Spoiler:
    Improvised Dinosaur
    Weapon P
    Traits: Animal Bludgeoning 2-Handed Mythic
    To Acquire: Strength Survival 18
    For your combat check, bury this card to use your Strength Skill + 1d20. You may additional expend any number of mythic charges; for each charge expended, add 1d20. Discard your hand and end your turn.
    After playing this card, you may succeed at a Strength or Survival 20 check to recharge this card instead of burying it.
    Throwing a dinosaur is one way to stop a fight-or to start one!

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Refuge
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9
    Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Consecrate
    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 3

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

    Spell 4

    Spoiler:
    Restore Mythic 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.

    Spell 5

    Spoiler:
    Skitter
    Spell B
    Traits: Magic Arcane Divine Elite
    To Acquire: Intelligence Arcane 6 OR Wisdom Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Imperial Army Greathelm
    Armor 2
    Traits: Heavy Armor Magic Veteran
    To Acquire: Constitution Fortitude Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2

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

    Armor 3

    Spoiler:
    Steel Shield
    Armor B
    Traits: Shield Offhand Elite
    To Acquire: Constitution Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

    Armor 4

    Spoiler:
    Spellcaster's Shield
    Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude Arcane Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    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.

    Random Items:

    Item 1
    Spoiler:
    Nahyndrian Elixer
    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 2

    Spoiler:
    Dawnflower's Light
    Item 2
    Traits: Object Divine Magic
    To Acquire: Wisdom Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

    Item 3

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

    Item 4

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

    Item 5

    Spoiler:
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Riftwarden
    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

    Spoiler:
    Raconteur
    Ally B
    Traits: Gnome Bard
    To Acquire: Charisma Diplomacy 5
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

    Spoiler:
    Pegasus
    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

    Spoiler:
    Demon Hunter
    Ally B
    Traits: Human Ranger
    To Acquire: Melee Ranged 7 OR Charisma Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Random Blessings:

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

    Blessing 2

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessing 3

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4

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

    Blessing 5

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 6 Erasmus/Greenclaw
    Top of Blessing Discard Pile:

    Blessing of Ascension:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Remaining: 24

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle

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

    Blessings Deck Card 8 - Turn 8 Ukuja/Yewstance

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 9 - Turn 9 Erasmus/Greenclaw

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

    Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

    Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

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

    Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Abyssal Rift (Abyssal Side)
    Traits: Abyssal
    At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.

    Flip Side:

    Abyssal Rift (Normal Side)
    At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of the location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.


    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None
    Abyssal Rift Card 1:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic
    To Defeat: Arcane Divine 12 OR Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 2:
    Gargoyle
    Monster 2
    Traits: Gargoyle
    To Defeat: Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    This sinister crouching humanoid resembles a horned, winged demon statue.
    Abyssal Rift Card 3:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Abyssal Rift Card 4:
    Toad Demon
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 5:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 6:
    Weapon of Awe
    Spell 1
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 7:
    Man-Eating Aurochs
    Monster B
    Traits: Animal Elite
    To Defeat: Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 8:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 9:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Abyssal Rift Card 10:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 11:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Dark Forest
    Closed
    At This Location (Closed): At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance

    Eagle Rock
    At This Location (Open): All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Erasmus/Greenclaw

    Eagle Rock Card 1 (Pitborn Scoundrel):
    Pitborn Scoundrel
    Monster B
    Traits: Pitborn Demon Rogue Elite
    To Defeat: Combat 12
    If the check to defeat has the Cold, Electricity, or Fire trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 2:
    Cold Iron Mace +1
    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.
    Eagle Rock Card 3:
    Locust Demon
    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.
    Eagle Rock Card 4:
    Demonic Horde
    Barrier B
    Traits: Skirmish Demon
    To Defeat: None
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
    Eagle Rock Card 5:
    Carrion Golem
    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 6:
    Force Shortbow +1
    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.
    Eagle Rock Card 7:
    Druid of the Flame
    Ally 1
    Traits: Human Druid Veteran
    To Acquire: Survival 7 OR Charisma Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
    Eagle Rock Card 8:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Eagle Rock Card 9:
    Pauper's Thighbone
    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.
    Eagle Rock Card 10:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.

    Abyssal River
    Traits: Abyssal
    At This Location (Open): When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    At This Location (Closed): No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Amaryllis/Void_Eagle

    Abyssal River Card 1:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Abyssal River Card 2:
    Talisman of Good
    Item 3
    Traits: Accessory Magic Divine Mythic
    To Acquire: Divine 11
    Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
    After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
    Abyssal River Card 3:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 4:
    Blasphemous Priest
    Monster B
    Traits: Undead Cleric Elite
    To Defeat: Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 5:
    Blessing of Nethys
    Blessing 2
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal River Card 6:
    Cambion
    Monster B
    Traits: Outsider Demon Elite
    To Defeat: Combat 12
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
    Abyssal River Card 7:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Wounded Lands
    Traits: Abyssal
    At This Location (Open): When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    At This Location (Closed): No effect.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Wounded Lands Card 1:
    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.
    Wounded Lands Card 2:
    Baleful Shadows
    Barrier B
    Traits: Obstacle Undead Elite
    To Defeat: Wisdom Divine Stealth 11
    If undefeated, a character at your location summons and encounters the henchman Wight.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 3:
    Gossamer Shrouds
    Armor 2
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 7
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Wounded Lands Card 4:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 5:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 6:
    Quarterstaff of Vaulting
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
    To Acquire: Strength Melee 9 OR Acrobatics 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Recharge this card to automatically succeed at your Acrobatics check.
    Discard this card to put the second card of your location deck on top of your location deck.
    Wounded Lands Card 7:
    Chief Sull
    Ally 1
    Traits: Mongrel Aristocrat Elite
    To Acquire: Charisma Diplomacy 0
    The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
    Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
    Wounded Lands Card 8:
    Explosive Runes
    Barrier B
    Traits: Trap Magic Arcane Veteran
    To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
    Location: When you encounter a bane, you may not play allies on your checks.
    Wounded Lands Card 9:
    Bunyip
    Monster B
    Traits: Bunyip Aquatic Elite
    To Defeat: Combat 9
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.
    The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
    Wounded Lands Card 10:
    Mongrel Ranger
    Monster B
    Traits: Mongrel Ranger Elite
    To Defeat: Combat See Below
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
    Location: When you encounter a bane, you may not play allies on your checks.
    This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
    Wounded Lands Card 11:
    Rallying Cry
    Barrier B
    Traits: Task Cache
    To Defeat: None
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
    Location: When you encounter a bane, you may not play allies on your checks.


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

    Sensing trouble ahead, Erasmus decides to head back down the mountain for the moment, venturing back into the Wounded Lands.

    Not that keen on taking on the Pitborn Scoundrel without an armor in hand.
    Start of turn: Recharge Kinetic Blast to add +2 to all checks this turn.
    Move to Wounded Lands. Explore.

    Knight's Pennon:

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

    Recharge Valais Durant to add 2d4
    Charisma 9: 1d8 + 2 + 2d4 + 3 + 2 ⇒ (2) + 2 + (1, 3) + 3 + 2 = 13 Acquired!
    Recharge Sign of the Lantern Bearer from discard pile from Valais' if you succeed power.

    In the barren landscape, Erasmus finds a pennon hanging from a stake stuck in the rocks. Slightly torn and bedraggled, it still gives him some heart. Retrieving it and handing it back to Valais to carry, the medium is pleased to see the troubled woman seems to take pride in displaying the small flag, her demonic sides kept in check somewhat from holding the item.

    Discard Sign of the Pack to explore again.

    Baleful Shadows:

    Barrier B
    Traits: Obstacle Undead Elite
    To Defeat: Wisdom Divine Stealth 11
    If undefeated, a character at your location summons and encounters the henchman Wight.
    Location: When you encounter a bane, you may not play allies on your checks.

    Wisdom 11: 1d6 + 2 + 3 + 2 ⇒ (4) + 2 + 3 + 2 = 11 Defeated!

    Dark shadows loom as the sun starts to fall below the horizon. Attuned to supernatural things, Erasmus carefully avoids the darkest areas, all too aware what evil things might lurk in those places.

    Discard Blessing of Sarenrae to explore again.

    Gossamer Shrouds:

    Armor 2
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 7
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Constitution 7: 1d6 + 2 ⇒ (2) + 2 = 4 Fail!

    Perhaps a little over cautious, Erasmus even steers clear of what looks to be a shroud-like cloak hanging on the bare branch of a desolate tree...it may be more than it seems, one can never be sure in an evil-tainted place like this and on a dark moonless night like tonight.

    End Turn. Reset Hand.

    Erasmus wrote:

    Hand: Blessing of Deskari, Detect Thoughts, Sign of the Pack 1, Marksman's Bow, Anathemic Volume, Knight's Pennon,

    Displayed: Spirit Relatives (Baylock),
    Deck: 12 Discard: 2 Buried: 0
    Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 3
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 ([X]+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 will display Knight's Pennon the first time someone encounters a monster, to add 1 to all Combat checks until someone fails a check against a bane.


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

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

    Amaryllis stays at the Abyssal River, and takes her free exploration.

    Blessing of Baphomet:
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    I have no chance to acquire this, lacking either a melee or divine skill. And since I want to save one blessing in case I need it for combat, and one blessing to close the location, not going again.

    Continuing her search along the river, Amaryllis finds some sort of crude offering to one of the profane gods. Not sure of it's intent, she leaves it there.

    Amaryllis ends her turn and resets her hand.

    Amaryllis wrote:

    Hand: Count Jeggare, Pyrotechnic Blast, Blessing of Pharasma 1, Blessing of the Spellbound 1, Bound Elemental, Gem of Mental Acuity, Mist Horn,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Notes: Either of the blessings are available if needed, as is Jeggare for checks at my location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

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

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


    Deck Handler // Searching For: TBD

    I can take on the Pitborn Scoundrel thanks to Pygmy Ankylosaur, but I still shouldn't be exploring Eagle Rock and risking Demonic Horde with Amaryllis ill-disposed for combat (and every other player at an Abyssal location).
    I suppose I'll leverage my Survival skill and go over to the Wounded Lands.

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

    Ukuja moves to the Wounded Lands and takes his free exploration.

    Wounded Lands Card 4: Ulkreth:

    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you encounter a bane, you may not play allies on your checks.
    Erasmus displays Knight's Pennon.
    Ukuja reveals Stone Axe +1 for combat.
    Combat 16 (Survival): 1d10 + 7 + 3 + 1d6 + 1 + 1 ⇒ (7) + 7 + 3 + (5) + 1 + 1 = 24 -> Ulkreth defeated.
    Ukuja automatically closes the Wounded Lands (Survival 8: 1d10+7+3)... but a villain is in the location deck, and so the villain remains at the location, which remains open.

    Ukuja's hunting leads him to pick up a familiar trail. Erasmus. Quickly catching up with the medium, the two share what they've learned. Between their combined awareness for both the natural and supernatural, they quickly uncover leads to suggest that Yavalliska may be close by.

    The realisation comes along with another demon attack, though one that is easily fended off by the accomplished crusaders.

    Ukuja won't explore again to encounter the villain - each of us burying a card, plus another card bury from closing the location, plus losing her exact location all seem like bad things right now.

    Ukuja reveals Cure to heal Erasmus, shuffling both cards from his discard pile into his deck.
    Cure is auto recharged with Divine (Divine 8: 1d10+5+3).

    Ukuja takes a moment to cure their respective wounds, preparing them for the fights to come.

    "If we alert Yavalliska to our presence and then fail to kill her, she may flee beyond our reach. Best to make sure we're prepared and have covered our bases before striking." Ukuja suggests, mentally preparing for the conclusion of the hunt.

    Ukuja ends his turn, recharging the only animal (Elk) from his discard pile from his power.
    Ukuja resets his hand, revealing Verdant Rager to increase his hand size by 1.

    Ukuja wrote:

    Hand: Verdant Rager, Blessing of the Ancients 2, Blessing of the Ancients, Stone Axe +1, Oaken Staff, Snow Leopard, Blessing of Milani, Snapping Flytrap,

    Displayed: Pygmy Ankylosaur,
    Deck: 16 Discard: 1 Buried: 0
    Notes: Snow Leopard is free to be recharged to add 1d4 to a combat check.
    All blessings are free to be used - we have so many hanging around as a team I highly encourage it, in fact.
    I can search out Angelstep at any time, so let me know if you need healing.

    It might be an idea for Amaryllis to move to the Abyssal Rift, since ending a turn there will flip it and significantly empower her numerous blessings.
    Mythic Charges: 3

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.


    During This Adventure: The servitor demon is the henchman Shadow Demon.

    During This Scenario: Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively. Treat the villain Faxon as the villain Kasiya and the villain Hosilla as the villain Yavalliska.
    When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    When Kasiya would be defeated, instead banish him and do not close this location. Draw Aron Kir (proxy for Captain Oparal) from the box. Draw a number of random blessings that have the Corrupted trait from the box equal to the number of open locations; shuffle the villain Hosilla (proxy for Yavalliska) and these blessings together, then shuffle 2 of these cards into the location deck Kasiya was in, and shuffle 1 of these cards into each other open location deck.

    Cohorts: Radovan Virholt, Count Jeggare, Valais Durant

    Additional Rules:

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

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

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

    Story Banes:

    Kasiya (Villain)
    Spoiler:
    Kasiya
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.

    Ulkreth (Henchman)

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

    Yavalliska (Villain)

    Spoiler:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

    Loot:

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

    Black Robe (Loot)

    Spoiler:
    Black Robe
    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.

    Fiendsplitter (Loot)

    Spoiler:
    Fiendsplitter
    Loot 3
    Type: Weapon
    Traits: Axe Melee Slashing 2-Handed Magic Torag
    For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

    Sacred Prism (Loot)

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

    Scale of Disguise (Loot)

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

    Scale of Sacred Weaponry (Loot)

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

    Soulshear (Loot)

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

    Spherewalker Staff (Loot for Amaryllis and Ukuja)

    Spoiler:
    Spherewalker Staff
    Loot 3
    Type: Item
    Traits: Staff Magic Desna
    Owner: Arueshalae
    During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
    Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

    Starbow (Loot for Erasmus)

    Spoiler:
    Starbow
    Loot 3
    Type: Weapon
    Traits: Bow Ranged Piercing 2-Handed Magic Desna
    Owner: Arueshalae
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

    Summons:

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

    Blood Demon (Summon)

    Spoiler:
    Blood Demon
    Henchman 2
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 17
    The Blood Demon is immune to the 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.
    During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

    Brimorak (Summon)

    Spoiler:
    Brimorak
    Henchman B
    Type: Monster
    Traits: Outsider Demon Veteran
    To Defeat: Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Corrupted Solider (Summon)

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

    Cultist of Baphomet (Summon)

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

    Fiendish Minotaur (Summon)

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

    Fiendish Tree (Summon)

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

    Ivory Templar (Summon)

    Spoiler:
    Ivory Templar
    Henchman 3
    Type: Monster
    Traits: Human Paladin
    To Defeat: Combat 20
    If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
    If undefeated, before taking damage, recharge your hand and reset it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth (Summon)

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

    Vescavor Swarm (Summon)

    Spoiler:
    Vescavor Swarm
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Wight (Summon)

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

    Support Cards:

    Captain Oparal (Cohort)
    Spoiler:
    Captain Oparal
    Cohort 3
    Traits: Elf Paladin
    Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
    Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
    “Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

    Radovan Virholt (Cohort)

    Spoiler:
    Radovan Virholt
    Cohort 3
    Traits: Rogue Hellspawn
    Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
    Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
    “Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

    Count Jeggare (Cohort)

    Spoiler:
    Count Jeggare
    Cohort 3
    Traits: Half-Elf Wizard
    Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location.
    Recharge this card to put a spell from a character’s discard pile on top of her deck.
    “Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

    Valais Durant (Cohort)

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

    Mythic Archmage (Mythic Path)

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

    Mythic Hierophant (Mythic Path)

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

    Redemption Card

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


    Acquired Cards:

    Blessing of Abraxas (Blessing B) x2
    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing of Deskari (Blessing 1)

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing of Pulura (Blessing B)

    Spoiler:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Interrogator (Ally B)

    Spoiler:
    Interrogator
    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.

    Knight's Pennon (Item 2)

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

    Mirror Image (Spell B)

    Spoiler:
    Mirror Image
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Sacred Weapon (Spell B)

    Spoiler:
    Sacred Weapon
    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.

    Wolverine (Ally 1)

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

    Random Monsters:

    Monster 1
    Spoiler:
    Mercenary
    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

    Spoiler:
    Salamander
    Monster 2
    Traits: Outsider
    To Defeat: Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales.

    Monster 3

    Spoiler:
    Will-O'-Wisp
    Monster 3
    Traits: Aberration
    To Defeat: Combat 16 OR Wisdom 14
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
    These maletic aberrations feed on the fear of terrified travelers.

    Monster 4

    Spoiler:
    Carrion Golem
    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Temptation of Lucre
    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 2

    Spoiler:
    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.

    Barrier 3

    Spoiler:
    Temptation of Invincibility
    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 4

    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Swordbreaker
    Weapon B
    Traits: Knife Melee Slashing Finesse Veteran
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

    Weapon 3

    Spoiler:
    Lance
    Weapon B
    Traits: Polearm Melee Piercing 2-Handed Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

    Weapon 4

    Spoiler:
    Improvised Dinosaur
    Weapon P
    Traits: Animal Bludgeoning 2-Handed Mythic
    To Acquire: Strength Survival 18
    For your combat check, bury this card to use your Strength Skill + 1d20. You may additional expend any number of mythic charges; for each charge expended, add 1d20. Discard your hand and end your turn.
    After playing this card, you may succeed at a Strength or Survival 20 check to recharge this card instead of burying it.
    Throwing a dinosaur is one way to stop a fight-or to start one!

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Refuge
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9
    Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Consecrate
    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 3

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

    Spell 4

    Spoiler:
    Restore Mythic 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.

    Spell 5

    Spoiler:
    Skitter
    Spell B
    Traits: Magic Arcane Divine Elite
    To Acquire: Intelligence Arcane 6 OR Wisdom Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Imperial Army Greathelm
    Armor 2
    Traits: Heavy Armor Magic Veteran
    To Acquire: Constitution Fortitude Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2

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

    Armor 3

    Spoiler:
    Steel Shield
    Armor B
    Traits: Shield Offhand Elite
    To Acquire: Constitution Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

    Armor 4

    Spoiler:
    Spellcaster's Shield
    Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude Arcane Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    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.

    Random Items:

    Item 1
    Spoiler:
    Nahyndrian Elixer
    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 2

    Spoiler:
    Dawnflower's Light
    Item 2
    Traits: Object Divine Magic
    To Acquire: Wisdom Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

    Item 3

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

    Item 4

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

    Item 5

    Spoiler:
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Riftwarden
    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

    Spoiler:
    Raconteur
    Ally B
    Traits: Gnome Bard
    To Acquire: Charisma Diplomacy 5
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

    Spoiler:
    Pegasus
    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

    Spoiler:
    Demon Hunter
    Ally B
    Traits: Human Ranger
    To Acquire: Melee Ranged 7 OR Charisma Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Random Blessings:

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

    Blessing 2

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessing 3

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4

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

    Blessing 5

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 9 Erasmus/Greenclaw
    Top of Blessing Discard Pile:

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

    Blessings Remaining: 21

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

    Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

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

    Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Abyssal Rift (Abyssal Side)
    Traits: Abyssal
    At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.

    Flip Side:

    Abyssal Rift (Normal Side)
    At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of the location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.


    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None
    Abyssal Rift Card 1:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic
    To Defeat: Arcane Divine 12 OR Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 2:
    Gargoyle
    Monster 2
    Traits: Gargoyle
    To Defeat: Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    This sinister crouching humanoid resembles a horned, winged demon statue.
    Abyssal Rift Card 3:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Abyssal Rift Card 4:
    Toad Demon
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 5:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 6:
    Weapon of Awe
    Spell 1
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 7:
    Man-Eating Aurochs
    Monster B
    Traits: Animal Elite
    To Defeat: Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 8:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 9:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Abyssal Rift Card 10:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 11:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Dark Forest
    Closed
    At This Location (Closed): At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/Yewstance

    Eagle Rock
    At This Location (Open): All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Eagle Rock Card 1 (Pitborn Scoundrel):
    Pitborn Scoundrel
    Monster B
    Traits: Pitborn Demon Rogue Elite
    To Defeat: Combat 12
    If the check to defeat has the Cold, Electricity, or Fire trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 2:
    Cold Iron Mace +1
    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.
    Eagle Rock Card 3:
    Locust Demon
    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.
    Eagle Rock Card 4:
    Demonic Horde
    Barrier B
    Traits: Skirmish Demon
    To Defeat: None
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
    Eagle Rock Card 5:
    Carrion Golem
    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Eagle Rock Card 6:
    Force Shortbow +1
    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.
    Eagle Rock Card 7:
    Druid of the Flame
    Ally 1
    Traits: Human Druid Veteran
    To Acquire: Survival 7 OR Charisma Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
    Eagle Rock Card 8:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Eagle Rock Card 9:
    Pauper's Thighbone
    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.
    Eagle Rock Card 10:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.

    Abyssal River
    Traits: Abyssal
    At This Location (Open): When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    At This Location (Closed): No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Amaryllis/Void_Eagle

    Abyssal River Card 1:
    Talisman of Good
    Item 3
    Traits: Accessory Magic Divine Mythic
    To Acquire: Divine 11
    Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
    After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.
    Abyssal River Card 2:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 3:
    Blasphemous Priest
    Monster B
    Traits: Undead Cleric Elite
    To Defeat: Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 4:
    Blessing of Nethys
    Blessing 2
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal River Card 5:
    Cambion
    Monster B
    Traits: Outsider Demon Elite
    To Defeat: Combat 12
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
    Abyssal River Card 6:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Wounded Lands
    Traits: Abyssal
    At This Location (Open): When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/Greenclaw

    Wounded Lands Card 1 (Yavalliska):
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.
    Location: When you encounter a bane, you may not play allies on your checks.


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

    Sorry for the delay. Work has been insane the last couple of days.
    Start of Turn: Recharge Detect Thoughts to add +2 to all checks this turn.
    Move to Abyssal River. Explore.

    Talisman of Good:

    Item 3
    Traits: Accessory Magic Divine Mythic
    To Acquire: Divine 11
    Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
    After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

    No-one seems to be after an Item 3 so no blessings on check. I might need one in hand to close the location.
    Arcane 11: 1d8 + 3 + 3 + 2 ⇒ (2) + 3 + 3 + 2 = 10 Fail and banish!

    Discard Sign of the Pack to explore again.

    Ulkreth:

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

    Reveal Marksman's Bow
    Combat (Dexterity) 16: 1d8 + 3 + 1d6 + 3 + 1d4 + 3 + 2 + 1 ⇒ (7) + 3 + (4) + 3 + (1) + 3 + 2 + 1 = 24 Defeated!
    Discard Blessing of Deskari to close the location.
    Discard Marksman's Bow for Damage.

    Erasmus heads over to join Amaryllis at the corrupted river. On the way he spots a holy symbol hanging from a branch. Tempted to claim it, he instead leaves it there for someone who may need it more. He's not really one to put much stock in divine relics, anyway.

    He soon confronts a large demon and his practice with the bow and the hours of hearing Baylock's advice in his head, means he easily finishes it off with a well aimed arrow. Finally catching up with the little halfling, Erasmus lets her know the area has been cleared and that the rift may be the best place to head.

    End Turn. Reset Hand.

    Erasmus wrote:

    Hand: Talisman Crafter, Mind's Eye Blade, Crystal Mail, Starbow, Anathemic Volume, Banner of Valor,

    Displayed: Spirit Relatives (Baylock), Knight's Pennon,
    Deck: 8 Discard: 5 Buried: 0
    Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 3
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


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

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

    Amaryllis moves to the Abyssal Rift, then takes her free exploration.

    Telekinesis Trap:
    Barrier 2
    Traits: Trap Arcane Magic
    To Defeat: Arcane Divine 12 OR Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
    While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Going for the Arcane on this, and revealing Jeggare for an additional d6.
    Arcane 12: 1d12 + 4 + 2 + 3 + 1d6 ⇒ (5) + 4 + 2 + 3 + (5) = 19 -> Defeated and banished.

    Having finished searching the riverbanks with Erasmus's help, Amaryllis moves on to the nearby rift. Approaching it, she spots a magical trap, but is easily able to dissipate the mystical energies.

    Amaryllis ends her turn, flips the Abyssal Rift, and resets her hand.

    Amaryllis wrote:

    Hand: Count Jeggare, Pyrotechnic Blast, Blessing of Pharasma 1, Blessing of the Spellbound 1, Bound Elemental, Gem of Mental Acuity, Mist Horn,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Notes: Either of the blessings are available if needed, as is Jeggare for checks at my location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

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

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


    Deck Handler // Searching For: TBD

    Sweet, it's worth keeping in mind that Amaryllis' blessings now add d12s to all of our checks.

    Also, Amaryllis now has an Attack spell, so nothing holding me back from Eagle Rock and the potential Demonic Horde anymore.

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

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

    Ukuja moves to the Eagle Rock and takes his free exploration.

    Eagle Rock Card 1: Pitborn Scoundrel:

    Monster B
    Traits: Pitborn Demon Rogue Elite
    To Defeat: Combat 12
    If the check to defeat has the Cold, Electricity, or Fire trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    BYA Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0 -> BYA: Ukuja takes no damage.
    Ukuja reveals Oaken Staff for combat.
    Combat 12 (Survival): 1d10 + 7 + 3 + 1d6 + 1 ⇒ (10) + 7 + 3 + (4) + 1 = 25 -> Pitborn Scoundrel defeated.

    Petty demons try to ambush Ukuja as he roams and prepares for the final fight, but they are outmatched against his growing powers in both control of the natural world and martial prowess.

    Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.

    Eagle Rock Card 2: Cold Iron Mace +1:

    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.
    Ukuja chooses not to attempt to acquire the weapon. Cold Iron Mace +1 banished.

    Ukuja continues to scope out the nearby landmarks, clearing any sign of cult activity and teaching the natural life - plants and animals both - to hate and strike out at any demonic incursions. Yavalliska will find escape difficult through anywhere Ukuja has travelled.

    Ukuja discards Blessing of the Ancients to examine the top card of his location...
    Eagle Rock Card 3: Locust Demon
    Then explores his location with the Blessing of the Ancients' power.

    Eagle Rock Card 3: Locust Demon:

    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.
    I assume this is okay; Erasmus displays Banner of Valor at Eagle Rock, adding 1d8 to all checks against demons there.
    BYA Wisdom 9: 1d10 + 4 + 3 + 1d8 ⇒ (8) + 4 + 3 + (1) = 16 -> No effect.
    Ukuja reveals Stone Axe +1 for combat, and additionally discards it for an additional 2d6.
    Combat 23 (Survival): 1d10 + 7 + 3 + 1d6 + 1 + 2d6 + 1d8 ⇒ (3) + 7 + 3 + (6) + 1 + (4, 3) + (1) = 28 -> Locust Demon defeated.

    Greater demons spawn to destroy the marauding Hunter, but the vast Locust Demon is brought to ground with a single deadly, magical flung axe.

    Ukuja discards Blessing of the Ancients to examine the top card of his location...
    Eagle Rock Card 4: Demonic Horde
    Then explores his location with the Blessing of the Ancients' power.

    Eagle Rock Card 4: Demonic Horde:

    Barrier B
    Traits: Skirmish Demon
    To Defeat: None
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
    Considering discarding an animal to evade this. Amaryllis can only deal with 1, Erasmus is at an Abyssal location and so won't want to encounter any, so only Ukuja is completely prepared for it.
    On the other hand, I have a few more explorations to go, and evading it might just mean I encounter it yet again.

    Eh, we're all healthy in deck sizes, and we could each safely handle at least one. I'm going for it, but I would like to hear the team's opinions on what they would've done (or have liked me to do).
    Servitor Demon Summons by Turn Order (Amaryllis/Ukuja/Erasmus): 3d3 ⇒ (2, 2, 2) = 6 -> Well I guess that's optimal. I would've felt terrible if I'd rolled 1,1,1 or 3,3,3.
    Ukuja summons and encounters 3 Shadow Demons in sequence.

    Shadow Demon:

    Henchman 3
    Type: Monster
    Traits: Outsider Demon Incorporeal Servitor
    To Defeat: Combat 20
    The Shadow Demon is immune to the Electricity and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
    Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
    SHADOW DEMON #1
    Ukuja reveals Oaken Staff for combat.

    Combat 20 (Survival): 1d10 + 7 + 3 + 1d6 + 1 + 1d8 ⇒ (1) + 7 + 3 + (5) + 1 + (5) = 22 -> Shadow Demon 1 defeated.

    SHADOW DEMON #2
    Ukuja reveals Oaken Staff for combat.

    Combat 20 (Survival): 1d10 + 7 + 3 + 1d6 + 1 + 1d8 ⇒ (6) + 7 + 3 + (3) + 1 + (5) = 25 -> Shadow Demon 2 defeated.

    SHADOW DEMON #3
    Ukuja reveals Oaken Staff for combat.

    Combat 20 (Survival): 1d10 + 7 + 3 + 1d6 + 1 + 1d8 ⇒ (6) + 7 + 3 + (1) + 1 + (3) = 21 -> Shadow Demon 3 defeated.

    The shadows around Ukuja twist, warning him seconds before a trio of demons attack him from all directions at once. Empowered by some lingering magic from Erasmus, Ukuja wards them off with an empowered staff, driving off their oppressive influences even as nature comes to his aid - mammals, birds and even the roots of trees impeding the shadow demons mobility, even if their fang and claw cannot otherwise harm them.

    Oookay, a bit closer than I would've liked. Thank you so much for the Banner of Valor Erasmus, since that enabled 2 of those passes!

    Ukuja buries Snapping Flytrap to search and draw Angelstep and Verdant Ranger from his deck and discard pile, shuffling his deck.

    Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.

    Eagle Rock Card 5: Carrion Golem:

    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    BYA: Ukuja discards Sacred Weapon from the top of his deck.
    Ukuja reveals Oaken Staff for combat.
    Verdant Rager adds 1d6 during this exploration.

    Combat 14 (Survival): 1d10 + 7 + 3 + 1d6 + 1 + 1d6 + 1d8 ⇒ (3) + 7 + 3 + (1) + 1 + (3) + (1) = 19 -> Carrion Golem defeated.

    Demon-infused constructs, comprised of dessicated corpses. Disgusting - and its very presence releases a painful psychic attack - but otherwise easily dispatched. The resistance in this area is fierce, but Ukuja will not be swayed from his path.

    Ukuja reveals Angelstep to heal himself.
    Angelstep: 1d4 + 1 ⇒ (1) + 1 = 2 -> Ukuja shuffles 2 random cards (Blessing of Abraxas 2, Blessing of the Ancients) into his deck. Recharged pile cleared.
    Angelstep is auto recharged with Survival (Survival 9: 1d10+7+3).

    Ukuja discards Snow Leopard to explore again.

    Eagle Rock Card 6: Force Shortbow +1:

    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.
    Ranged 10: 1d10 + 4 ⇒ (10) + 4 = 14 -> Force Shortbow +1 acquired.

    Ukuja discards Blessing of Milani to explore again.

    Eagle Rock Card 7: Druid of the Flame:

    Ally 1
    Traits: Human Druid Veteran
    To Acquire: Survival 7 OR Charisma Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
    When will I find the henchman? :/
    Survival 7: 1d10 + 7 + 3 ⇒ (2) + 7 + 3 = 12 -> Druid of the Flame acquired.

    There are others like him, here, fighting to protect what purity remains in these lands - a druid dedicating himself to the cleansing flame. Whilst Ukuja may not approve of his methods, their goals align perfectly and they form a tentative alliance for the time being.

    Ukuja discards Druid of the Flame to explore again, 5 to combat checks during this exploration.

    Eagle Rock Card 8: Blessing of Shax:

    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Divine 5: 1d10 + 5 + 3 ⇒ (3) + 5 + 3 = 11 -> Blessing of Shax acquired.

    Until Ukuja discovers the druid's secret. A cultist symbol, hidden underneath the clothes, in service to Shax. A misguided man, a cultist trick, or an honest trophy? The answer becomes clear as the 'druid' draws a cruel dagger when Ukuja's back is turned, preparing to strike... before being brought down by Leryn, the great Wolf that Ukuja had already called to his aid silently. Leryn tears the throat out of the treacherous "druid", and Ukuja picks the symbol of Shax from his corpse.

    A reminder not to trust strangers in this land, no matter their apparent origins.

    Ukuja discards Blessing of Shax to explore again, additionally discarding Force Shortbow +1 as the top card of the blessings discard pile has the Corrupted trait.

    Eagle Rock Card 9: Pauper's Thighbone:

    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.
    Uughhh really? Can't acquire it, so Pauper's Thighbone banished.

    I went through 9 explorations and 12 encounters, but the henchman was on the absolute bottom of the deck and I didn't get any worthy boons. What a waste of effort.

    Ukuja ends his turn and resets his hand.

    Ukuja wrote:

    Hand: Oaken Staff, Radovan Virholt, Blessing of Pulura, Blessing of Abraxas 2, Wolverine, Blessing of the Gods, Captain Oparal,

    Displayed: Pygmy Ankylosaur,
    Deck: 12 Discard: 8 Buried: 1
    Notes: Radovan or Captain Oparal may be revealed to add 1d6 to any Disable, Stealth, Ranged, Melee or Divine check at Ukuja's location, or may be recharged to protect a player from Combat, Fire or Poison Damage, or to heal a selected ally from a player's discard pile.
    All blessings are free to be used.

    If/when we go for the villain, feel free to bot Ukuja's temp-closing check. Simply reveal Oaken Staff, discard Wolverine to Ukuja's power, then expend all 3 Mythic Charges to roll 3d20+7+3+1+1 to defeat the summoned henchman. All of my blessings will remain available for other players.
    Mythic Charges: 3

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.


    During This Adventure: The servitor demon is the henchman Shadow Demon.

    During This Scenario: Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively. Treat the villain Faxon as the villain Kasiya and the villain Hosilla as the villain Yavalliska.
    When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    When Kasiya would be defeated, instead banish him and do not close this location. Draw Aron Kir (proxy for Captain Oparal) from the box. Draw a number of random blessings that have the Corrupted trait from the box equal to the number of open locations; shuffle the villain Hosilla (proxy for Yavalliska) and these blessings together, then shuffle 2 of these cards into the location deck Kasiya was in, and shuffle 1 of these cards into each other open location deck.

    Cohorts: Radovan Virholt, Count Jeggare, Valais Durant

    Additional Rules:

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

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

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

    Story Banes:

    Kasiya (Villain)
    Spoiler:
    Kasiya
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.

    Ulkreth (Henchman)

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

    Yavalliska (Villain)

    Spoiler:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

    Loot:

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

    Black Robe (Loot)

    Spoiler:
    Black Robe
    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.

    Fiendsplitter (Loot)

    Spoiler:
    Fiendsplitter
    Loot 3
    Type: Weapon
    Traits: Axe Melee Slashing 2-Handed Magic Torag
    For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

    Sacred Prism (Loot)

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

    Scale of Disguise (Loot)

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

    Scale of Sacred Weaponry (Loot)

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

    Soulshear (Loot)

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

    Spherewalker Staff (Loot for Amaryllis and Ukuja)

    Spoiler:
    Spherewalker Staff
    Loot 3
    Type: Item
    Traits: Staff Magic Desna
    Owner: Arueshalae
    During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
    Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

    Starbow (Loot for Erasmus)

    Spoiler:
    Starbow
    Loot 3
    Type: Weapon
    Traits: Bow Ranged Piercing 2-Handed Magic Desna
    Owner: Arueshalae
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

    Summons:

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

    Blood Demon (Summon)

    Spoiler:
    Blood Demon
    Henchman 2
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 17
    The Blood Demon is immune to the 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.
    During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

    Brimorak (Summon)

    Spoiler:
    Brimorak
    Henchman B
    Type: Monster
    Traits: Outsider Demon Veteran
    To Defeat: Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Corrupted Solider (Summon)

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

    Cultist of Baphomet (Summon)

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

    Fiendish Minotaur (Summon)

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

    Fiendish Tree (Summon)

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

    Ivory Templar (Summon)

    Spoiler:
    Ivory Templar
    Henchman 3
    Type: Monster
    Traits: Human Paladin
    To Defeat: Combat 20
    If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
    If undefeated, before taking damage, recharge your hand and reset it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth (Summon)

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

    Vescavor Swarm (Summon)

    Spoiler:
    Vescavor Swarm
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Wight (Summon)

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

    Support Cards:

    Captain Oparal (Cohort)
    Spoiler:
    Captain Oparal
    Cohort 3
    Traits: Elf Paladin
    Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
    Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
    “Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

    Radovan Virholt (Cohort)

    Spoiler:
    Radovan Virholt
    Cohort 3
    Traits: Rogue Hellspawn
    Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
    Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
    “Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

    Count Jeggare (Cohort)

    Spoiler:
    Count Jeggare
    Cohort 3
    Traits: Half-Elf Wizard
    Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location.
    Recharge this card to put a spell from a character’s discard pile on top of her deck.
    “Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

    Valais Durant (Cohort)

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

    Mythic Archmage (Mythic Path)

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

    Mythic Hierophant (Mythic Path)

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

    Redemption Card

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


    Acquired Cards:

    Blessing of Abraxas (Blessing B) x2
    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing of Deskari (Blessing 1)

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing of Pulura (Blessing B)

    Spoiler:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of Shax (Blessing B)

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Druid of the Flame (Ally 1)

    Spoiler:
    Druid of the Flame
    Ally 1
    Traits: Human Druid Veteran
    To Acquire: Survival 7 OR Charisma Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Force Shortbow +1 (Weapon 1)

    Spoiler:
    Force Shortbow +1
    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.

    Interrogator (Ally B)

    Spoiler:
    Interrogator
    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.

    Knight's Pennon (Item 2)

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

    Mirror Image (Spell B)

    Spoiler:
    Mirror Image
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Sacred Weapon (Spell B)

    Spoiler:
    Sacred Weapon
    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.

    Wolverine (Ally 1)

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

    Random Monsters:

    Monster 1
    Spoiler:
    Mercenary
    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

    Spoiler:
    Salamander
    Monster 2
    Traits: Outsider
    To Defeat: Combat 15
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.
    Spines of crackling flame dance along the salamander's blackened, fiery-red scales.

    Monster 3

    Spoiler:
    Will-O'-Wisp
    Monster 3
    Traits: Aberration
    To Defeat: Combat 16 OR Wisdom 14
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
    These maletic aberrations feed on the fear of terrified travelers.

    Monster 4

    Spoiler:
    Carrion Golem
    Monster B
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Temptation of Lucre
    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 2

    Spoiler:
    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.

    Barrier 3

    Spoiler:
    Temptation of Invincibility
    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 4

    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Swordbreaker
    Weapon B
    Traits: Knife Melee Slashing Finesse Veteran
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

    Weapon 3

    Spoiler:
    Lance
    Weapon B
    Traits: Polearm Melee Piercing 2-Handed Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

    Weapon 4

    Spoiler:
    Improvised Dinosaur
    Weapon P
    Traits: Animal Bludgeoning 2-Handed Mythic
    To Acquire: Strength Survival 18
    For your combat check, bury this card to use your Strength Skill + 1d20. You may additional expend any number of mythic charges; for each charge expended, add 1d20. Discard your hand and end your turn.
    After playing this card, you may succeed at a Strength or Survival 20 check to recharge this card instead of burying it.
    Throwing a dinosaur is one way to stop a fight-or to start one!

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Refuge
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9
    Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Consecrate
    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 3

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

    Spell 4

    Spoiler:
    Restore Mythic 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.

    Spell 5

    Spoiler:
    Skitter
    Spell B
    Traits: Magic Arcane Divine Elite
    To Acquire: Intelligence Arcane 6 OR Wisdom Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Imperial Army Greathelm
    Armor 2
    Traits: Heavy Armor Magic Veteran
    To Acquire: Constitution Fortitude Charisma 8
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2

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

    Armor 3

    Spoiler:
    Steel Shield
    Armor B
    Traits: Shield Offhand Elite
    To Acquire: Constitution Fortitude 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

    Armor 4

    Spoiler:
    Spellcaster's Shield
    Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude Arcane Divine 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    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.

    Random Items:

    Item 1
    Spoiler:
    Nahyndrian Elixer
    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 2

    Spoiler:
    Dawnflower's Light
    Item 2
    Traits: Object Divine Magic
    To Acquire: Wisdom Divine 9
    Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

    Item 3

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

    Item 4

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

    Item 5

    Spoiler:
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Riftwarden
    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

    Spoiler:
    Raconteur
    Ally B
    Traits: Gnome Bard
    To Acquire: Charisma Diplomacy 5
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

    Spoiler:
    Pegasus
    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

    Spoiler:
    Demon Hunter
    Ally B
    Traits: Human Ranger
    To Acquire: Melee Ranged 7 OR Charisma Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Random Blessings:

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

    Blessing 2

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessing 3

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4

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

    Blessing 5

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 12 Erasmus/Greenclaw
    Top of Blessing Discard Pile:

    Blessing of Abadar:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Remaining: 18

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

    Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

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

    Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Abyssal Rift (Normal Side)
    At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of the location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.

    Flip Side:

    Abyssal Rift (Abyssal Side)
    Traits: Abyssal
    At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.

    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: Amaryllis/Void_Eagle
    Abyssal Rift Card 1:
    Gargoyle
    Monster 2
    Traits: Gargoyle
    To Defeat: Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    This sinister crouching humanoid resembles a horned, winged demon statue.
    Abyssal Rift Card 2:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Abyssal Rift Card 3:
    Toad Demon
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 4:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 5:
    Weapon of Awe
    Spell 1
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 6:
    Man-Eating Aurochs
    Monster B
    Traits: Animal Elite
    To Defeat: Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 7:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 8:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Abyssal Rift Card 9:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 10:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Dark Forest
    Closed
    At This Location (Closed): At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Eagle Rock
    At This Location (Open): All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ukuja/Yewstance

    Eagle Rock Card 1:
    Ulkreth
    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.

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

    Wounded Lands
    Traits: Abyssal
    At This Location (Open): When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Wounded Lands Card 1 (Yavalliska):
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.
    Location: When you encounter a bane, you may not play allies on your checks.


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

    You are most welcome for the Banner of Valor. Meant to post that it was up for grabs but if I don't explicitly say it you can definitely assume that it is always available for use if it isn't already displayed.

    As for the Demonic Horde, yeah I probably would have encountered it to. In fact I think I already did on an earlier turn. :)

    Start of Turn: Recharge Crystal Mail to add +2 to all checks this turn.

    Erasmus, with the river banks cleared heads back up into the mountains. He finds a path of destruction, with demon corpses strewn left right and centre on the path up the rock. He shakes his head in impressed disbelief. This could only be Ukuja. The elf was certainly growing in power. Erasmus was only glad he could call the man his friend and that they weren't on opposite sides of the fight.

    Erasmus finds the hunter catching his breath against the trunk of a tree. He was only flesh and blood after all. As the medium starts to approach him, a foul stench and the strong sense of evil causes him to spin round instead. He is confronted with a large demon, intent on taking advantage of its now tired prey.

    "Don't just stand there little brother!" Baylock pipes up in the medium's mind. "Your friend needs a little help. You know what to do!"

    Move to Eagle Rock. Explore

    Ulkreth:

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

    Reveal Starbow. Spirit Relatives. Banner of Valor. Knight's Pennon.
    Combat (Dexterity) 16: 1d8 + 3 + 1d6 + 3 + 1d4 + 3 + 2 + 1d8 + 1 ⇒ (3) + 3 + (5) + 3 + (2) + 3 + 2 + (4) + 1 = 26 Defeated!

    Attempt to Close!

    Shadow Demon:

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

    Same as above.
    Combat (Dexterity) 20: 1d8 + 3 + 1d6 + 3 + 1d4 + 3 + 2 + 1d8 + 1 ⇒ (2) + 3 + (1) + 3 + (2) + 3 + 2 + (4) + 1 = 21 Defeated! Location Closed! Add Banner of Valor back into hand.

    It turns out there is another dark demon lurking in the shadows between the craggy rocks. Erasmus has just enough time to reload his bow after defeating the Ulkreth to spin around and let loose one more into the heart of the shadow. Thankfully they remain a bit weakened from the sight of the holy banner planted nearby. Erasmus then finally makes it to his companion's side and gives him a hearty pat on the back. "Good to see you my friend. It seems you've had a nice walk in the mountain. Shall we go and see how little Amaryllis is going?"

    End Turn. Reset Hand.

    Erasmus wrote:

    Hand: Talisman Crafter, Mind's Eye Blade, Harrowed Society Student, Starbow, Anathemic Volume, Banner of Valor,

    Displayed: Spirit Relatives (Baylock), Knight's Pennon,
    Deck: 8 Discard: 5 Buried: 0
    Notes: Use blessing or signs as needed. Banner of Valor can be displayed at any time. Reroll Used: N. Mythic Charges: 3
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


    Deck Handler // Searching For: TBD

    I totally forgot Knight's Pennon on my turn. Whoops.
    That said, Erasmus forgot to add +1d6 for Radovan adding to his Ranged check (since your bow adds the Ranged trait, regardless of the skill you're using, as I've covered before).

    =======

    I expected you to go for the villain, honestly, given the amount of blessings available to support you (and Amaryllis' ones adding d12s). But I suppose you can't use your Mythic Powers to throw d20s at the villain without a spell.

    Aside from that, I would advise dropping Banner of Valor at the Wounded Lands to assist against the villain, which also frees up your hand to draw a new card (potentially a blessing) at the end of your turn.

    Unless we're digging for boons in the Abyssal Rift? I can't say I like the location, but I can see the appeal, given there's 2 spells and 2 blessings left in there.
    Ukuja's already covered for deck upgrades this scenario, so please clarify if the plan is to stay and dig so I know whether to fight the villain or not. :)

    Ukuja's lips twitch in the semblance of a smile as the medium helps him up, silently grateful for the assistance. His legs were burning, and arms were trembling, despite his attempts to reinvigorate himself with magic. But his will was iron. He could not stop now; with Yavalliska out there none of them were safe. Not Ukuja, not Erasmus, Amaryllis, Radovan, Varian or...

    Flashes of Oparal's haunted look and bloodstained armor flares in his head. Ukuja winces, grateful that the medium's back is turned. Or is he reading his mind right now? Ukuja grits his teeth and pulls himself together.

    "Yes, we must find Amaryllis - but make haste! Every minute risks Yavalliska being captured by some other whim or command before we can end her threat to the land."

    "You know, I was gonna say the same thing!" Comes a familiar voice from the treeline. Radovan, with Oparal by his side, walking on her own strength. She's clearly treated her own wounds, and she holds herself tall - the very picture of a Paladin - shining and powerful, despite the edge of weariness afflicting her gait. Imperceptible to all but a Hunter's eyes, Ukuja thinks.

    Ukuja makes no comment, but a slight incline of his head in acknowledgement. Whilst wary of the risk to Oparal - given the very personal and targeted grudge the Succubus would have for the Paladin - he cannot deny that they will need numbers to succeed here. And Radovan and Oparal represent powerful allies at that, champions - to a certain definition, in Radovan's case - in their own right.


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

    I'm happy either way. To be honest I was a little gun shy about finishing off the game as last time I 'got in trouble' for closing down the location too early with good cards still there (but yeah I know that was a different situation). :)

    Not a great batch of loot so far, from where I'm sitting so I'd happily try and get a couple more decent cards, but also happy to cut and run with what we've got so far and move on.


    Deck Handler // Searching For: TBD

    Then lets continue to gain boons. Nothing for me, but hopefully something for Amaryllis or Erasmus.

    Sorry about making you gun shy. In that case it was just because there was an examination effect to use, rather than because I feel compelled to loot as a general rule.


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

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

    Amaryllis stays at the Abyssal Rift, and takes her free exploration.

    Gargoyle:
    Monster 2
    Traits: Gargoyle
    To Defeat: Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    This sinister crouching humanoid resembles a horned, winged demon statue.

    Using Pyrotechnic Blast, which gives the magic trait, so no difficulty increase, and revealing Jeggare for an additional d6.
    Combat (Arcane) 14: 1d12 + 4 + 2 + 3 + 2d4 + 1d6 ⇒ (11) + 4 + 2 + 3 + (1, 3) + (3) = 27 -> Defeated, and banished. Auto-recharge Pyrotechnic Blast (d12+9 vs 8). Could burn a blessing to go again, but then I'll only have one left and might need it to flip the location. Plus, no combat spells in hand.

    Amaryllis ends her turn, flips the Abyssal Rift, and resets her hand.

    Amaryllis wrote:

    Hand: Count Jeggare, Ghost Whip, Blessing of Pharasma 1, Blessing of the Spellbound 1, Bound Elemental, Gem of Mental Acuity, Mist Horn,

    Displayed:
    Deck: 9 Discard: 4 Buried: 1
    Notes: Either of the blessings are available if needed, as is Jeggare for checks at my location. There's also the Mist Horn if anyone needs to reduce monster damage at their location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

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

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


    Deck Handler // Searching For: TBD

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

    Ukuja moves to the Abyssal Rift (Abyssal Side) and takes his free exploration.

    Abyssal Rift Card 2: Blood of Eustoyriax:

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

    Ukuja discards Blessing of Abraxas 2 to explore again.

    Abyssal Rift Card 3: Toad Demon:

    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Ukuja reveals Oaken Staff for combat.
    Erasmus displays Banner of Valor at the Abyssal Rift, adding 1d8 to checks against Demons[/b].
    Ukuja attempts an Intelligence 12 check to add 5 to his check to defeat.

    Intelligence 12: 1d6 + 1d8 ⇒ (2) + (5) = 7 -> No effect.
    Oaken Staff adds the Melee trait to the check, so Ukuja reveals Captain Oparal to add 1d6.
    Ukuja discards Blessing of the Gods (mimicking Blessing of Ascension) to gain a Mythic Charge (now 4).
    After adding his number of Mythic Charges (4) to his Wisdom check, Ukuja expends a Mythic Charge to replace his highest die with a 1d20.
    Combat 28 (Survival): 1d20 + 7 + 4 + 1d6 + 1 + 1d6 + 1d8 ⇒ (10) + 7 + 4 + (1) + 1 + (4) + (1) = 28 -> Once again, thank you to Erasmus' Banner of Valor (though Wolverine did give me a bit of a buffer).
    Toad Demon defeated. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively shuffles Blessing of Abraxas 2 from his discard pile into his deck, clearing his recharged pile.

    Ukuja discards Blessing of Pulura to explore again.

    Abyssal Rift Card 4: Ulkreth:

    Henchman B
    Type: Monster
    Traits: Outsider Demon
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Scenario: When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Easy!
    Ukuja reveals Oaken Staff for combat.
    Banner of Valor adds 1d8 to checks against demons.
    Ukuja attempts an Knowledge 8 check to add 5 to his check to defeat.

    Knowledge 8: 1d4 + 1d8 ⇒ (3) + (2) = 5 -> No effect.
    Oaken Staff adds the Melee trait to the check, so Ukuja reveals Captain Oparal to add 1d6.
    Combat 16 (Survival): 1d10 + 7 + 3 + 1d6 + 1 + 1d6 + 1d8 ⇒ (4) + 7 + 3 + (1) + 1 + (6) + (7) = 29 -> Ulkreth defeated. Ukuja does not attempt to close the location.

    Ukuja discards Wolverine to explore again.

    Abyssal Rift Card 5: Weapon of Awe:

    Spell 1
    Traits: Magic Divine Elite
    To Acquire: Wisdom Divine 6
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Ukuja automatically acquires Weapon of Awe (Divine 6: 1d10+5+3).

    Ukuja displays Weapon of Awe next to himself.

    Ukuja recharges Captain Oparal to selectively shuffle Druid of the Hive from his discard pile into his deck. Recharged pile cleared.

    Ukuja ends his turn, recharging the only animal (Wolverine) from his discard pile from his power.
    Ukuja automatically recharges Weapon of Awe.
    Abyssal Rift flips to the Normal Side.
    Ukuja resets his hand.
    No flavour today.

    Ukuja wrote:

    Hand: Oaken Staff, Radovan Virholt, Javelin, Charm Animal, Elk, Angelstep, Blessing of the Ancients,

    Displayed: Pygmy Ankylosaur, Blood of Eustoyriax,
    Deck: 12 Discard: 9 Buried: 1
    Notes: See below.
    Mythic Charges: 3

    During the start of Erasmus' turn, Ukuja uses the power of the Blood of Eustoyriax, burying 1d4-1 cards from his deck to draw 1d4+1.

    (Blood of Eustoyriax) Cards Buried: 1d4 - 1 ⇒ (1) - 1 = 0 -> No effect!
    (Blood of Eustoyriax) Cards Drawn: 1d4 + 1 ⇒ (2) + 1 = 3 -> Ukuja draws 3 cards (Cure, Giant Chameleon, Blessing of Abraxas 2).

    After Erasmus' start-of-turn...
    Ukuja buries Charm Animal to draw the Random Animal Ally: Wolverine.

    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 reveals Angelstep to heal himself.
    Angelstep: 1d4 + 1 ⇒ (3) + 1 = 4 -> Ukuja shuffles 4 random cards (Blessing of the Ancients 2, Force Shortbow +1, Blessing of Pulura, Verdant Rager) into his deck. Recharged pile cleared.
    Angelstep is auto recharged with Survival (Survival 9: 1d10+7+3).

    Ukuja displays Giant Chameleon.

    Ukuja wrote:

    Hand: Oaken Staff, Radovan Virholt, Javelin, Elk, Blessing of the Ancients, Cure, Blessing of Abraxas 2, Wolverine 2,

    Displayed: Pygmy Ankylosaur, Blood of Eustoyriax, Giant Chameleon,
    Deck: 14 Discard: 5 Buried: 2
    Notes: Radovan may be revealed to add 1d6 to any Disable, Stealth or Ranged check at Ukuja's location, or may be recharged to protect a player from Combat, Fire or Poison Damage.
    All blessings are free to be used.
    Cure is free to be used. It may also be discarded via Oaken Staff to reduce damage dealt to a character at Ukuja's location by 3.

    Ukuja will use Blood of Eustoyriax's power at the start of Amaryllis' turn.

    If/when we go for the villain, feel free to bot Ukuja's temp-closing check.
    Mythic Charges: 3

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.


    During This Adventure: The servitor demon is the henchman Shadow Demon.

    During This Scenario: Treat the cohorts Aron Kir, Sir Ilivan, and Vinst as Captain Oparal, Count Jeggare, and Radovan Virholt respectively. Treat the villain Faxon as the villain Kasiya and the villain Hosilla as the villain Yavalliska.
    When you defeat an Ulkreth, you may immediately attempt to close the location deck it came from.
    When Kasiya would be defeated, instead banish him and do not close this location. Draw Aron Kir (proxy for Captain Oparal) from the box. Draw a number of random blessings that have the Corrupted trait from the box equal to the number of open locations; shuffle the villain Hosilla (proxy for Yavalliska) and these blessings together, then shuffle 2 of these cards into the location deck Kasiya was in, and shuffle 1 of these cards into each other open location deck.

    Cohorts: Radovan Virholt, Count Jeggare, Valais Durant
    Displayed by Ukuja: Blood of Eustoyriax (SOT bury 1d4-1 cards from deck to draw 1d4+1 cards; if you do, can't play blessings on other characters' checks until EOT)

    Additional Rules:

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

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

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

    Story Banes:

    Kasiya (Villain)
    Spoiler:
    Kasiya
    Villain 3
    Type: Monster
    Traits: Mythic Undead Vampire
    To Defeat: Combat 27 OR Divine Diplomacy Knowledge 20
    Kasiya is immune to the Mental and Poison traits.
    Before you act, each other character summons and encounters the henchman Vescavor Swarm.
    While you act, before any character plays a card, that character discards a card.
    If undefeated, bury your discard pile.

    Ulkreth (Henchman)

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

    Yavalliska (Villain)

    Spoiler:
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

    Loot:

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

    Black Robe (Loot)

    Spoiler:
    Black Robe
    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.

    Fiendsplitter (Loot)

    Spoiler:
    Fiendsplitter
    Loot 3
    Type: Weapon
    Traits: Axe Melee Slashing 2-Handed Magic Torag
    For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

    Sacred Prism (Loot)

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

    Scale of Disguise (Loot)

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

    Scale of Sacred Weaponry (Loot)

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

    Soulshear (Loot)

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

    Spherewalker Staff (Loot for Amaryllis and Ukuja)

    Spoiler:
    Spherewalker Staff
    Loot 3
    Type: Item
    Traits: Staff Magic Desna
    Owner: Arueshalae
    During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
    Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

    Starbow (Loot for Erasmus)

    Spoiler:
    Starbow
    Loot 3
    Type: Weapon
    Traits: Bow Ranged Piercing 2-Handed Magic Desna
    Owner: Arueshalae
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

    Summons:

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

    Blood Demon (Summon)

    Spoiler:
    Blood Demon
    Henchman 2
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 17
    The Blood Demon is immune to the 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.
    During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

    Brimorak (Summon)

    Spoiler:
    Brimorak
    Henchman B
    Type: Monster
    Traits: Outsider Demon Veteran
    To Defeat: Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Corrupted Solider (Summon)

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

    Cultist of Baphomet (Summon)

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

    Fiendish Minotaur (Summon)

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

    Fiendish Tree (Summon)

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

    Ivory Templar (Summon)

    Spoiler:
    Ivory Templar
    Henchman 3
    Type: Monster
    Traits: Human Paladin
    To Defeat: Combat 20
    If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
    If undefeated, before taking damage, recharge your hand and reset it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth (Summon)

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

    Vescavor Swarm (Summon)

    Spoiler:
    Vescavor Swarm
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Wight (Summon)

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

    Support Cards:

    Captain Oparal (Cohort)
    Spoiler:
    Captain Oparal
    Cohort 3
    Traits: Elf Paladin
    Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
    Recharge this card to shuffle an ally or a cohort from a character’s discard pile into his deck.
    “Not everyone can live up to the paladin’s code, but everyone can try.” —Captain Oparal

    Radovan Virholt (Cohort)

    Spoiler:
    Radovan Virholt
    Cohort 3
    Traits: Rogue Hellspawn
    Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
    Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.
    “Quiet word’s all right if it gets the job done. Bring the knife in case it don’t.” —Radovan Virholt

    Count Jeggare (Cohort)

    Spoiler:
    Count Jeggare
    Cohort 3
    Traits: Half-Elf Wizard
    Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge, or Perception check attempted by a character at your location.
    Recharge this card to put a spell from a character’s discard pile on top of her deck.
    “Beware the secrets of the Abyss. They harbor damnation, madness, and—worst of all—inconsistency.” —Count Varian Jeggare

    Valais Durant (Cohort)

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

    Mythic Archmage (Mythic Path)

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

    Mythic Hierophant (Mythic Path)

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

    Redemption Card

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


    Acquired Cards:

    Blessing of Abraxas (Blessing B) x2
    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing of Deskari (Blessing 1)

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing of Pulura (Blessing B)

    Spoiler:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of Shax (Blessing B)

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Druid of the Flame (Ally 1)

    Spoiler:
    Druid of the Flame
    Ally 1
    Traits: Human Druid Veteran
    To Acquire: Survival 7 OR Charisma Diplomacy 9
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Force Shortbow +1 (Weapon 1)

    Spoiler:
    Force Shortbow +1
    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.

    Interrogator (Ally B)

    Spoiler:
    Interrogator
    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.

    Knight's Pennon (Item 2)

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

    Mirror Image (Spell B)

    Spoiler:
    Mirror Image
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

    Sacred Weapon (Spell B)

    Spoiler:
    Sacred Weapon
    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.

    Weapon of Awe (Spell 1)

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

    Wolverine (Ally 1) x2

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

    Random Monsters:

    Monster 1
    Spoiler:
    Ghoul
    Monster B
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 2

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

    Monster 3

    Spoiler:
    Rat Swarm
    Monster B
    Traits: Animal Swarm Elite
    To Defeat: Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
    They seem kind of cute in ones or twos. A swarm of rats is significantly less cute.

    Monster 4

    Spoiler:
    Mongrel Wizard
    Monster B
    Traits: Mongrel Wizard Elite
    To Defeat: Combat See Below
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Monster 5

    Spoiler:
    Berbalang
    Monster 2
    Traits: Undead Incorporeal
    To Defeat: Combat 18
    The Berbalang is immune to the Mental and Poison traits.
    If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
    If undefeated, discard the top card of your deck.

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

    Spoiler:
    Temptation of Sorcery
    Barrier 3
    Traits: Temptation
    To Defeat: None
    Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Scythe
    Weapon B
    Traits: Scythe Melee Slashing 2-Handed Elite
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 2

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

    Spoiler:
    Cold Iron Longsword
    Weapon 1
    Traits: Sword Melee Slashing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:

    Spell 1
    Spoiler:
    Consecrate
    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 2

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

    Spell 3

    Spoiler:
    Fiery Glare
    Spell B
    Traits: Magic Arcane Divine Attack Fire Elite
    To Acquire: Intelligence Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4

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

    Spell 5

    Spoiler:
    Paralyze
    Spell 2
    Traits: Magic Arcane Divine Mental
    To Acquire: Intelligence Arcane Wisdom Divine 8
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Spiked Plate
    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 2

    Spoiler:
    Elven Chain Shirt
    Armor 1
    Traits: Light Armor Magic Elite
    To Acquire: Constitution Fortitude 6
    Reveal this card to reduce Combat damage deal to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3

    Spoiler:
    Eagle Knight Dress Uniform
    Armor 1
    Traits: Heavy Armor Veteran
    To Acquire: Constitution Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 4

    Spoiler:
    Ghoul Hide
    Armor 1
    Traits: Light Armor Magic Corrupted Elite
    To Acquire: Constitution Fortitude Craft 7
    If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
    Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    Celestial Armor
    Armor 3
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 10
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:

    Item 1
    Spoiler:
    Nahyndrian Elixer
    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 2

    Spoiler:
    Swarmlord's Jar
    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

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

    Item 4

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

    Item 5

    Spoiler:
    Spellbottle
    Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Random Allies:

    Ally 1
    Spoiler:
    Chief Sull
    Ally 1
    Traits: Mongrel Aristocrat Elite
    To Acquire: Charisma Diplomacy 0
    The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
    Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.

    Ally 2

    Spoiler:
    Raconteur
    Ally B
    Traits: Gnome Bard
    To Acquire: Charisma Diplomacy 5
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Pegasus
    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

    Spoiler:
    Belthis Loumis
    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

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

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing 3

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

    Blessing 4

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Turn: 15 Erasmus/Greenclaw
    Top of Blessing Discard Pile:

    Blessing of Ascension:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Remaining: 15

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

    Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

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

    Blessings Deck Card 19 - Turn 19 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Abyssal Rift (Normal Side)
    At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of the location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.

    Flip Side:

    Abyssal Rift (Abyssal Side)
    Traits: Abyssal
    At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.


    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, Ukuja/Yewstance
    Abyssal Rift Card 1:
    Man-Eating Aurochs
    Monster B
    Traits: Animal Elite
    To Defeat: Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 2:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 3:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Abyssal Rift Card 4:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Abyssal Rift Card 5:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Dark Forest
    Closed
    At This Location (Closed): At the end of your turn, recharge your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Abyssal River
    Closed
    Traits: Abyssal
    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

    Wounded Lands
    Traits: Abyssal
    At This Location (Open): When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Wounded Lands Card 1 (Yavalliska):
    Yavalliska
    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.
    Location: When you encounter a bane, you may not play allies on your checks.


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

    Start of turn: Recharge Anathemic Volume to add +2 to all checks this turn.
    Explore

    Man-Eating Aurochs:

    Monster B
    Traits: Animal Elite
    To Defeat: Combat 11
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
    No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Reveal Mind's Eye Blade
    Combat (Dexterity) 11: 1d8 + 3 + 1d4 + 2 + 1d4 + 3 + 1 + 2 ⇒ (1) + 3 + (1) + 2 + (2) + 3 + 1 + 2 = 15 Defeated!

    Joining his friends as they attempt to close the rift before heading over to deal with Yavalliska, Erasmus has to fend off a demonic bull. It gets way too close for comfort as the medium gets a facefull of its foul breath as he sinks his dagger into its eye.

    Examine top card of location upon defeating monster: Good Omen
    Discard Talisman Crafter to Explore again.

    Good Omen:

    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Auto acquire with Arcane at 1d8+8

    The bull has a scroll tied to its horn. Curious that it would be a spell of good luck, but I guess this could be considered a good omen by some.

    Discard Harrowed Society Student to explore again.

    Blessing of Abraxas:

    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Auto Acquire with Arcane at +8
    Discard Blessing of Abraxas to explore again.
    Blessing of Ascension:

    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Auto Acquire!
    Discard Blessing of Ascension to explore again.
    Blessing of Pulura:

    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Auto acquire at Charimsa +7

    Erasmus senses numerous energies swirling around near the rift, from dark gods and good. It is definitely a place of great power, but it seems largely empty for now.

    OK, location empty. End Turn. Reset Hand.

    Erasmus wrote:

    Hand: Blessing of Pulura, Mind's Eye Blade, Blessing of the Gods, Starbow, Mind Thrust, Harrow Deck,

    Displayed: Spirit Relatives (Baylock), Knight's Pennon, Banner of Valor,
    Deck: 6 Discard: 9 Buried: 0
    Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 3
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 ([X]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.


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

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

    Amaryllis stays at the Abyssal Rift. She can't currently take both Yavalliska and the summoned blood demon. Plus someone would need to discard a blessing to flip the Rift. So I'll stay here, so it flips at the end of my turn, and Ukuja can either go and fight both himself, or wait for Erasmus to move there and split the fights.

    Encouraged by the sight of her friends, Amaryllis assures them that, now that they've cleared the Rift, she can keep it cleared while they go take care of Yavalliska.

    Amaryllis ends her turn, flips the Abyssal Rift, discards Bound Elemental and Gem of Mental Acuity, and resets her hand.

    Amaryllis wrote:

    Hand: Count Jeggare, Ghost Whip, Blessing of Pharasma 1, Blessing of the Spellbound 1, Blessing of the Gods 1, Frost Ray, Mist Horn,

    Displayed:
    Deck: 8 Discard: 5 Buried: 1
    Notes: Either of the blessings are available if needed, as is Jeggare for checks at my location. There's also the Mist Horn if anyone needs to reduce monster damage at their location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
    After ([X] and before) you reset your hand, you may attempt to recharge a spell from your discard pile.

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

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


    Deck Handler // Searching For: TBD

    Off-Turn: As mentioned, Ukuja uses the Blood of Eustoyriax's power at the start of Amaryllis' turn.
    Cards Buried: 1d4 - 1 ⇒ (1) - 1 = 0 -> Nothing happens again, sweet!
    Cards Drawn: 1d4 + 1 ⇒ (2) + 1 = 3 -> Ukuja draws 3 cards (Call Animal, Blessing of Shax, Wolverine) from the top of his deck.

    Ukuja starts his turn.
    Blessing of Ascension discarded from the blessings deck.
    Ukuja uses the Blood of Eustoyriax's power

    Cards Buried: 1d4 - 1 ⇒ (2) - 1 = 1 -> Ukuja buries Druid of the Flame from the top of his deck.
    Cards Drawn: 1d4 + 1 ⇒ (2) + 1 = 3 -> Ukuja draws 3 cards (Captain Oparal, Blessing of the Ancients 2, Weapon of Awe) from the top of his deck.
    For convenience, a hand update...

    Ukuja wrote:

    Hand: Oaken Staff, Radovan Virholt, Javelin, Elk, Blessing of the Ancients, Cure, Blessing of Abraxas 2, Wolverine 2, Call Animal, Blessing of Shax, Wolverine, Captain Oparal, Blessing of the Ancients 2, Weapon of Awe,

    Displayed: Pygmy Ankylosaur, Blood of Eustoyriax, Giant Chameleon,
    Deck: 7 Discard: 5 Buried: 3
    Mythic Charges: 3

    Ukuja moves to the Wounded Lands.

    Ukuja displays Weapon of Awe next to himself, adding 3 to combat checks with weapons.
    Ukuja forfeits his free exploration, and discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
    Wounded Lands Card 1: Yavalliska:

    Villain 3
    Type: Monster
    Traits: Demon Mythic Outsider
    To Defeat: Combat 24 THEN Combat 28
    Yavalliska is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
    If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.
    Location: When you encounter a bane, you may not play allies on your checks.
    BYA: Ukuja buries Wolverine 2 (both Amaryllis and Erasmus must bury a blessing), then summons and encounters Blood Demon, then evades it with Giant Chameleon's power.

    For the first combat check...
    Ukuja reveals Oaken Staff for combat.
    Oaken Staff adds the Melee trait to the check, so Ukuja reveals Captain Oparal to add 1d6.
    Ukuja recharges Cure to Oaken Staff's power to add 1d6.
    Ukuja topdecks Giant Chameleon to add 1d6.
    Ukuja recharges Blessing of the Ancients (the top card of the Blessings Discard pile has the basic trait) to add a die.
    Amaryllis discards a blessing to add another die, which adds 1d12 due to her location's power.
    Weapon of Awe adds 3.
    Knight's Pennon adds 1.

    Combat 24 (Survival): 2d10 + 7 + 3 + 1d6 + 1 + 1d6 + 1d6 + 1d6 + 1d6 + 1d12 + 3 + 1 ⇒ (2, 9) + 7 + 3 + (2) + 1 + (3) + (1) + (1) + (2) + (4) + 3 + 1 = 39 -> First check passed.

    For the second combat check...
    Ukuja reveals Oaken Staff for combat.
    Oaken Staff adds the Melee trait to the check, so Ukuja reveals Captain Oparal to add 1d6.
    Elk adds 1d6 to Wisdom checks during this exploration.
    Ukuja discards Wolverine to his power to add 1d4+1 to his check.
    Ukuja recharges Blessing of the Ancients 2 (the top card of the Blessings Discard pile has the basic trait) to add a die.
    Amaryllis discards a blessing to add another die, which adds 1d12 due to her location's power.
    Erasmus discards a blessing to add another die, which adds 1d12 due to her location's power.
    Weapon of Awe adds 3.
    Knight's Pennon adds 1.

    After adding his number of Mythic Charges (3) to his Wisdom/Charisma check, Ukuja expends all 3 Mythic Charges to replace his 3 highest dice with 3d20.
    Combat 28 (Survival): 3d20 + 1d10 + 7 + 3 + 1d6 + 1 + 1d6 + 1d4 + 1 + 3 + 1 ⇒ (17, 1, 6) + (6) + 7 + 3 + (6) + 1 + (4) + (3) + 1 + 3 + 1 = 59 -> Second check passed.
    Yavalliska defeated. There are no other open (or at least, no other non-temp-closed locations)

    Oparal, Radovan, Varian, Erasmus, Amaryllis, Ukuja and the land itself - at his beck and call - surround Yavalliska's last stronghold. Yavalliska hisses, trying to open a portal to freedom, but Varian and Amaryllis counter her attempts with ease. Oparal charges, her blade blazing with light before a snap of Yavalliska's fingers afflicts the Paladin with a malaise that leaves her dazed, blade dropping from her fingers. Erasmus's trickery distracts Yavalliska, leaving an opening for a flung dagger by Radovan to pierce her chest and Ukuja's magic to entangle her wings and feet.

    Ukuja summons the force of the wild, redoubling his efforts as plants twist around the succubus' limbs, thorns digging into her flesh. She screams once, before he tears her physically apart through the unstoppable forces of nature.

    Game over; we win!

    Ukuja wrote:

    Hand: Oaken Staff, Radovan Virholt, Javelin, Blessing of Abraxas 2, Call Animal, Blessing of Shax, Captain Oparal,

    Displayed: Pygmy Ankylosaur, Blood of Eustoyriax, Weapon of Awe,
    Deck: 10 Discard: 7 Buried: 4
    Notes: We win!
    Mythic Charges: 3

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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).
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    Mythic Hierophant:
    Mythic Path B

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

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


    Giant Chameleon:
    Traits
    Animal

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

    While displayed, you may evade monsters you encounter.

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

    Pygmy Ankylosaur:
    Traits
    Animal

    Powers
    Display this card. While displayed, you may reduce all damage dealt to you by 1.

    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.

    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.


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

    Great job and nice dramatic write-up!


    Development

    Rivers of demonic energy pour out of the Worldwound and into the treacherous succubus Yavalliska. Her body swells and ripples with power, yet her cry of triumph turns into a shriek of despair as the Abyss snatches her from the circle and drags her into the chasm. For a moment, you dare to triumph, but then you feel the intangible claws of chaos scratching at your souls—and then at your bodies, dragging you into the Abyss along with your defeated enemy.

    Days later, the survivors march back toward Mendev and the court of Queen Galfrey.

    “So many valiant souls sacrificed in this crusade,” says Oparal some days later. “We’ll deliver the Lexicon to Her Majesty. Her sorcerers can use its powers against the demon horde. But was it worth the cost?”

    “Never doubt it,” says Count Jeggare. “Think on the millions of souls spared the full horrors of the Abyss. We have won a great battle against chaos.”

    “Not we,” says Radovan, looking over his shoulder at the Worldwound. “Them. The ones we left behind. They’re the ones who beat the demons. All we did was survive.”

    Scenario Reward

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

    Black Robe appears to be the only option here, as Soulshear was previously redeemed by everyone, and those are the only 2 corrupted loot I can see that you've unlocked. Please correct me if I'm wrong.

    Adventure Reward

    Each character chooses a role card and gains a power feat.

    Technically, this reward is meaningless. This season was made before gaining a role card was built into tier advancement, and it apparently was never updated despite a new version of the Guide coming out. On the plus side, everyone also gets a die bump, so yay?

    Acquired Cards

    Blessing of Abraxas (Blessing B) x3
    Blessing of Ascension (Blessing B)
    Blessing of Deskari (Blessing 1)
    Blessing of Pulura (Blessing B) x2
    Blessing of Shax (Blessing B)
    Druid of the Flame (Ally 1)
    Force Shortbow +1 (Weapon 1)
    Good Omen (Spell B)
    Interrogator (Ally B)
    Knight's Pennon (Item 2)
    Mirror Image (Spell B)
    Sacred Weapon (Spell B)
    Weapon of Awe (Spell 1)
    Wolverine (Ally 1) x2

    1x Weapon 1
    1x Spell 1
    3x Spell B
    1x Item 2
    3x Ally 1
    1x Ally B
    1x Blessing 1
    7x Blessing B


    The Mighty and the Righteous

    Well, this is no good.

    Some weeks back, you gathered in the proud city of Kenabres to join the Herald of Iomedae’s crusade against the demons of the Worldwound. You and your companions were strong and valiant and full of confidence with the Herald at your side. What a difference a month makes.

    You broke the pitborn Faxon’s plan to undermine Kenabres and freed Fort Clearwater from the clutches of his demonic allies. Then you attacked the bastion of the Abyss at Raliscrad, but that’s when events began to spiral out of control. A twelvearmed demon kidnapped the Herald of Iomedae, and the back of your army was broken.

    After your defeat, Queen Galfrey summoned you to Nerosyan, the capital of Mendev, to find the Lexicon of Paradox, a book that could seal the Worldwound. With Venture-Captain Varian Jeggare and his hellspawn valet Radovan Virholt, you went in search of the Lexicon. However, demons weren’t your only adversaries. Several of the queen’s spies had been drained of blood.

    Accompanied by Iomedae’s faithful captain Oparal, you followed the trail to the ruined city of Storasta, where a coven of hags bedeviled you with trickery. This led you to an ossuary, where you learned of the witch Areelu Vorlesh’s betrayal of the people of the Worldwound. Yo raced against Varian’s old enemy, Prince Kasiya, to seize the Lexicon of Paradox. Villagers drove you from the town of Valahuv, after you defeated their fiendish false deity, Ommors. Your only choice was to try to sneak through the demon-controlled city of Undarin. Captain Oparal covered your assault as you discovered the Lexicon—but only half of it! That clearly wasn’t enough to close the Worldwound.

    Your trials became more complicated when Captain Oparal appeared to succumb to the charms of Prince Kasiya. Standing against your former ally, you despaired that you would never gain the second half of the Lexicon. But then Oparal stabbed Kasiya, and you seized an opportunity. You battled against the succubus Yavalliska, who sought to gain all the power of the Abyss for herself. By defeating her, you gained the final portion of the Lexicon.

    Varian seized the pages, completing the mighty book. If only you had the chance to enjoy your victory! The succubus shrieked as the tendrils of the Abyss reached out of the rift to claim her—and clutched you as well. As the portal closed behind you, you found yourself deep in the very Abyss itself, surrounded by the forces of chaos with no clear possibility of return. So you have that going for you.

    It’s last call in the Abyss. You don’t have to go home, but you can’t stay here.


    1-4A: In Another Dimension

    As you hurtle through the rift to the Abyss, you feel the gaze of a powerful entity scrutinizing you. A fiery-haired demon-angel stares you down, aiming a flaming arrow. You get the sense that this adversary is someone you do not want to fight.

    “Outsiders!” she shouts, and you instantly realize you have been using that word incorrectly all this time. You think of demons as outsiders, but that’s when they’re on your plane. You’re in their house now, and you are the outsiders here.

    “I am Shamira, the protector of this plane,” she says. “You have entered the Midnight Isles, the realm of the demon goddess Nocticula. The islands of this realm are built out of the carcasses of the demon princes she has slain. If mighty lords can fall before her gaze, what makes you think you will survive here?”

    In the face of such a powerful entity, parlay is probably the proper course. One of your companions speaks. “We are the champions of Iomedae, and we are here to end your sway over the Worldwound. We do not fear for our survival, for we are blessed by the Inheritor.” Your other companions brace for an assault, just in case Shamira chooses to respond to this bold statement with a fusillade of flaming projectiles.

    “I admire your forthrightness, champions,” Shamira says. “You smell so deliciously powerful to me, so I will not slay you on the spot. But you should know that you are most unwelcome here. We must determine your suitability to survive in our realm. Below us is the city of Alushinyrra, beholden of Nocticula. Champions of all sorts come here to impress the goddess. Some of them even survive.

    “I will be monitoring your progress along the way. If you have proven yourselves against me and the demons of my realm, you may live through this experience… for today, at least.”


    Scenario setup: 1d9 ⇒ 1

    Spoiler:
    Abyssal River
    Befouled Altar
    Harem of Ardent Dreams
    Harvester's Pit
    Locust Shrine
    Molten Pool
    Qlippoth Runestone
    Sanctum
    Wounded Lands

    Fighting the BR site for setting up locations, so it's still going to be a bit before I can get the scenario fully set up. Sorry :(. In the meantime, here's the general setup so you can at least choose starting locations, what loot you want, and draw your hands.

    During This Adventure: The servitor demon is the henchman Vulture Demon.
    In locations that have the Abyssal trait, ignore the Outsider trait on banes.

    During This Scenario: When setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
    When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
    Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
    At the start of your turn, draw 1d4 cards.
    At the end of your turn, after you reset your hand, recharge 1d4 cards.

    Locations:
    Abyssal Rift (M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1) -- Blessings add either d4 or d12 depending on which side you're on (starts on Abyssal side). When closing, bury a blessing to flip from Abyssal side to Normal side.

    Abyssal River (M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1) -- All Combat damage is Poison damage instead. When closing, discard a card that has the Divine trait.


    Deck Handler // Searching For: TBD

    Depending on how bad Shamira is, not much to say about this scenario, besides that we get to hang out together a lot, and there's no point in exploring the Abyssal Rift except for boons (given that we can be auto-moved there mid-turn, we'll probably just end up exploring it then). The Banner of Valor is particularly good as a result.
    Amaryllis can now also use the now-redeemed Black Robe effectively, too.

    And now we get the "ignore the Outsider trait at Abyssal locations" rule. Not really a factor for our party and boons, but interesting to note.

    Ukuja chooses to start with the Hunter Class Deck Cohorts Leryn and Python.

    Ukuja will start at the Abyssal River, since I don't see much of a reason to do otherwise. Even if there's an AoE BYA/AYA effect, I can now ignore it with Python.

    Ukuja chooses Weapon as his Favored Card Type.

    Ukuja wrote:

    Hand: Oaken Staff, Blessing of the Ancients 2, Call Animal, Bloodscent, Angelstep, Blessing of Milani, Stone Axe +1,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Call Animal may be used to add 1d8 to a check to acquire an animal.
    Blessings are free to be used.
    Angelstep is free to be used for a heal.
    Bloodscent may be discarded to Oaken Staff's power to reduce any damage dealt at Ukuja's location by 3.
    Mythic Charges: 4

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 Charges)
    Favored Card: Ally or Weapon
    Hand Size 6 [X] 7 [ ] 8
    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. ([ ] Then you may recharge a card and draw a card.)
    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). ([ ] If the bane has the Demon or Outsider trait, you may instead recharge that card.)
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [X] At the end of your turn, you may examine the top card of your location deck. ([ ] If it is a bane that has the Demon or Outsider trait, you may encounter it.)
    [ ] Add 1d4 to your ([ ] or a character at your location's) check against a summoned bane.
    [ ] Treat your powers that say ""Animal"" as if they say ""Animal or Vermin"".
    Each scenario, choose 2 Hunter Deck cohorts.

    ADDITIONAL REWARDS:
    Die Bumps remaining: 3

    Mythic Hierophant:
    Mythic Path B

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

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


    Leryn:
    Traits
    Animal

    Powers
    (Owner: Adowyn)

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

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

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

    Python:
    Traits
    Animal

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

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

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


    Card refs:

    Shamira

    Vulture Demon


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

    Agreed on the strategy, so I'll also be starting at the Abyssal River.

    Unless Erasmus really wants it, I'm swapping the Anathemic Volume for the Black Robe.

    Amaryllis wrote:

    Hand: Blessing of Pharasma 2, Life Drain, Pyrotechnic Blast, Sphere of Fire, Black Robe, Frost Ray, Blessing of the Spellbound 3,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    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 [X] 7 [ ] 8
    Proficient with: [ ] Light Armor
    POWERS
    If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([ ] or the top card of your deck) to ignore the result and reroll the dice ([ ] and add 1d4). 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.
    [ ] Reduce Electricity ([ ] and Acid and Cold) damage dealt to you by 1 ([ ] 2).
    [ ]When you play a Blessing of the Gods, add a d12 in place of the normal die.

    Mythic Archmage:
    MYTHIC POWERS
    Charges: 4
    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.


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

    Erasmus will also start at Abyssal River. You are welcome to take the Black Robe.

    Erasmus wrote:

    Hand: Mind Thrust, Harrowed Society Student, Blessing of the Gods, Sign of the Pack 1, Banner of Valor, Kinetic Blast,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 ([X]+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 will display Banner of Valor at the start of the game.


    During This Adventure: The servitor demon is the henchman Vulture Demon.
    In locations that have the Abyssal trait, ignore the Outsider trait on banes.

    During This Scenario: When setting out location decks, add a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
    When you permanently close a location, banish its location deck, display the location card next to the scenario card, and move all characters at that location to the Abyssal Rift. If the number of location cards displayed is less than the number of characters plus 1, summon and build a random location that has the Abyssal trait other than Battlebliss or Rapture of Rupture.
    Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift. You win the scenario only when the number of markers exceeds the number of characters.
    At the start of your turn, draw 1d4 cards.
    At the end of your turn, after you reset your hand, recharge 1d4 cards.

    Markers: 0/4

    Additional Rules:

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

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

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

    Story Banes:

    Shamira (Villain)
    Spoiler:
    Shamira
    Henchman 4
    Type: Monster
    Traits: Outsider Demon Fire Mythic
    To Defeat: Combat 40 OR Charisma Diplomacy 16
    Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
    If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
    "It's not my job to deal with intruders. It's my job to discourage the existence of intruders." -- Shamira

    Harvester (Henchman)

    Spoiler:
    Harvester
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 27
    The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
    Damage dealt by the Harvester is dealt to each character at your location.
    Before you act, each character at another location must succeed at a Strength 12 check or move to your location.
    When a demon lord needs to guard a defiled angel, he usually chooses something decidedly not angelic.

    Loot:

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

    Black Robe (Loot)

    Spoiler:
    Black Robe
    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.

    Fiendsplitter (Loot)

    Spoiler:
    Fiendsplitter
    Loot 3
    Type: Weapon
    Traits: Axe Melee Slashing 2-Handed Magic Torag
    For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

    Sacred Prism (Loot)

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

    Scale of Disguise (Loot)

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

    Scale of Sacred Weaponry (Loot)

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

    Soulshear (Loot)

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

    Spherewalker Staff (Loot for Amaryllis and Ukuja)

    Spoiler:
    Spherewalker Staff
    Loot 3
    Type: Item
    Traits: Staff Magic Desna
    Owner: Arueshalae
    During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
    Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.

    Starbow (Loot for Erasmus)

    Spoiler:
    Starbow
    Loot 3
    Type: Weapon
    Traits: Bow Ranged Piercing 2-Handed Magic Desna
    Owner: Arueshalae
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.

    Summons:

    Vulture Demon (Servitor Demon)
    Spoiler:
    Vulture Demon
    Henchman 4
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 19
    The Vulture Demon is immune to the Electricity and Poison traits.
    Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
    If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
    If you still have entrails, it'll take care of that for you.

    Brimorak (Summon)

    Spoiler:
    Brimorak
    Henchman B
    Type: Monster
    Traits: Outsider Demon Veteran
    To Defeat: Combat 12
    The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
    After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Corrupted Solider (Summon)

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

    Cultist of Baphomet (Summon)

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

    Fiendish Minotaur (Summon)

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

    Fiendish Tree (Summon)

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

    Ivory Templar (Summon)

    Spoiler:
    Ivory Templar
    Henchman 3
    Type: Monster
    Traits: Human Paladin
    To Defeat: Combat 20
    If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
    If undefeated, before taking damage, recharge your hand and reset it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth (Summon)

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

    Vescavor Swarm (Summon)

    Spoiler:
    Vescavor Swarm
    Henchman B
    Type: Monster
    Traits: Outsider Vermin Swarm Veteran
    To Defeat: Combat 11
    The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8. If you play a weapon during this encounter, banish it.
    If defeated by at least 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
    Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

    Wight (Summon)

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

    Support Cards:

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

    Mythic Archmage (Mythic Path)

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

    Mythic Hierophant (Mythic Path)

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

    Redemption Card

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


    Acquired Cards:

    Random Monsters:

    Monster 1
    Spoiler:
    Umbral Dragon
    Monster 4
    Traits: Dragon Mythic
    To Defeat: Combat 24 THEN Combat 24
    The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
    If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

    Monster 2

    Spoiler:
    Ghost
    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

    Spoiler:
    Greater Shadow
    Monster 4
    Traits: Undead Incorporeal
    To Defeat: Combat 22
    The Greater Shadow is immune to the Mental and Poison traits.
    If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
    When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
    Negative energy and devoured souls increase its size.

    Monster 4

    Spoiler:
    Dominion Scientist
    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

    Spoiler:
    Constrictor Snake
    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    Crazed Cultists
    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.

    Barrier 2

    Spoiler:
    Gift of Shamira
    Barrier 4
    Traits: Temptation Demon
    To Defeat: None
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

    Barrier 3

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

    Barrier 4

    Spoiler:
    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.

    Barrier 5

    Spoiler:
    Temptation of Sorcery
    Barrier 3
    Traits: Temptation
    To Defeat: None
    Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Stalker's Crossbow
    Weapon 4
    Traits: Bow Ranged Piercing Magic Corrupted
    To Acquire: Dexterity Ranged 11
    If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

    Weapon 3

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

    Weapon 4

    Spoiler:
    Cold Iron Mace +1
    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.

    Weapon 5

    Spoiler:
    Lance
    Weapon B
    Traits: Polearm Melee Piercing 2-Handed Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

    Random Spells:

    Spell 1
    Spoiler:
    Fiery Glare
    Spell B
    Traits: Magic Arcane Divine Attack Fire Elite
    To Acquire: Intelligence Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Sacred Weapon
    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 3

    Spoiler:
    Lend Mythic Path
    Spell 4
    Traits: Magic Arcane Divine Mythic
    To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14
    Discard this card to allow a character at your location to use a power on your mythic path card.
    Discard this card and expend a mythic charge to use a power on another character's mythic path card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    Blast Vortex
    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.

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Expeditious Chain Mail
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity 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

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

    Armor 3

    Spoiler:
    Expeditious Chain Mail
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity 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

    Spoiler:
    Spiny Shield
    Armor 2
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    Helm of the Valkyrie
    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.

    Random Items:

    Item 1
    Spoiler:
    Spellbottle
    Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 2

    Spoiler:
    Archer's Bracers
    Item B
    Traits: Accessory Magic Elite
    To Acquire: Dexterity Ranged 7
    Reveal this card to add 2 to your Ranged combat check.

    Item 3

    Spoiler:
    Pauper's Thighbone
    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 4

    Spoiler:
    Ring of Reflection
    Item 4
    Traits: Accessory Magic
    To Acquire: Constitution Fortitude 12
    When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.

    Item 5

    Spoiler:
    Nahyndrian Elixer
    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.

    Random Allies:

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

    Ally 2

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

    Ally 3

    Spoiler:
    Animal Tamer
    Ally B
    Traits: Human Ranger
    To Acquire: Wisdom Survival Charisma Diplomacy 9
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Ally 4

    Spoiler:
    Lann
    Ally 1
    Traits: Mongrel Guard Veteran
    To Acquire: Charisma Diplomacy 0
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Ally 5

    Spoiler:
    Belthis Loumis
    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.

    Random Blessings:

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

    Blessing 2

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4

    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing 5

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 1 Erasmus/Greenclaw
    Top of Blessing Discard Pile:

    Blessing of Pulura:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Remaining: 29

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 2 Amaryllis/Void_Eagle

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

    Blessings Deck Card 2 - Turn 3 Ukuja/Yewstance

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

    Blessings Deck Card 3 - Turn 4 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 4 - Turn 5 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 - Turn 6 Ukuja/Yewstance

    Spoiler:
    Blessing of Shax
    Blessing B
    Traits: Divine Shax Corrupted
    To Acquire: Combat 9 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 6 - Turn 7 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 - Turn 8 Amaryllis/Void_Eagle

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

    Blessings Deck Card 8 - Turn 9 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 9 - Turn 10 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 10 - Turn 11 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 11 - Turn 12 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 12 - Turn 13 Erasmus/Greenclaw

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

    Blessings Deck Card 13 - Turn 14 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 14 - Turn 15 Ukuja/Yewstance

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

    Blessings Deck Card 15 - Turn 16 Erasmus/Greenclaw

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

    Blessings Deck Card 16 - Turn 17 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 17 - Turn 18 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 - Turn 19 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 19 - Turn 20 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Pulura
    Blessing B
    Traits: Divine Pulura
    To Acquire: Charisma 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 - Turn 21 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 21 - Turn 22 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 22 - Turn 23 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Deskari
    Blessing 1
    Traits: Divine Deskari Corrupted Veteran
    To Acquire: Survival 7 OR Divine 5
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 23 - Turn 24 Ukuja/Yewstance

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

    Blessings Deck Card 24 - Turn 25 Erasmus/Greenclaw

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 - Turn 26 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

    Blessings Deck Card 26 - Turn 27 Ukuja/Yewstance

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 27 - Turn 28 Erasmus/Greenclaw

    Spoiler:
    Blessing of Abraxas
    Blessing B
    Traits: Divine Abraxas Corrupted
    To Acquire: Arcane 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 28 - Turn 29 Amaryllis/Void_Eagle

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 29 - Turn 30 Ukuja/Yewstance

    Spoiler:
    Blessing of Ascension
    Blessing B
    Traits: Divine Mythic Basic
    To Acquire: Charisma 6 OR Divine 5
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Abyssal Rift (Abyssal Side)
    At This Location (Open): Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
    When Closing: This side of the location is always open. Bury a blessing to flip this card.
    When Permanently Closed: This location is never permanently closed.

    Flip Side:

    Abyssal Rift (Normal Side)
    At This Location (Open): Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
    When Closing: This side of the location is always temporarily closed.
    When Permanently Closed: This location is never permanently closed.

    M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Abyssal Rift Card 1:
    Betrayal Demon
    Monster 2
    Traits: Outsider Demon
    To Defeat: Combat 16
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
    Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 2:
    Scorching Ray
    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.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 3:
    Toad Demon
    Monster 3
    Traits: Outsider Demon
    To Defeat: Combat 28
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
    Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 4:
    Skitter
    Spell B
    Traits: Magic Arcane Divine Elite
    To Acquire: Intelligence Arcane 6 OR Wisdom Divine 7
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 5:
    Bilious Bottle
    Barrier 1
    Traits: Trap Poison Elite
    To Defeat: None
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 6:
    Blood of Eustoyriax
    Barrier 2
    Traits: Temptation Demon Corrupted
    To Defeat: None
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift 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.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    Abyssal Rift Card 8:
    Gargoyle
    Monster 2
    Traits: Gargoyle
    To Defeat: Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    This sinister crouching humanoid resembles a horned, winged demon statue.
    Abyssal Rift Card 9:
    Harvester
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 27
    The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
    Damage dealt by the Harvester is dealt to each character at your location.
    Before you act, each character at another location must succeed at a Strength 12 check or move to your location.
    Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.
    When a demon lord needs to guard a defiled angel, he usually chooses something decidedly not angelic.
    Abyssal Rift Card 10:
    Blessing of Baphomet
    Blessing B
    Traits: Divine Baphomet Corrupted
    To Acquire: Melee 7 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
    Location: Blessings played by characters at this location add either d4 or d12 instead of the normal die, depending on face-up side.

    Abyssal River
    Traits: Abyssal
    At This Location (Open): When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    At This Location (Closed): No effect.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Amaryllis/Void_Eagle, Erasmus/Greenclaw, Ukuja/Yewstance

    Abyssal River Card 1:
    Blessing of Nethys
    Blessing 2
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Abyssal River Card 2:
    Wrecker Demon
    Monster 1
    Traits: Outsider Demon
    To Defeat: Combat 14
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.
    Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections.
    Abyssal River Card 3:
    Pitborn Scoundrel
    Monster B
    Traits: Pitborn Demon Rogue Elite
    To Defeat: Combat 12
    If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 4:
    Sin Seeker
    Barrier 1
    Traits: Curse Veteran
    To Defeat: None
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
    Abyssal River Card 5:
    Mirror Image
    Spell B
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 6
    Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
    Abyssal River Card 6:
    Demon Hunter's Handbook
    Item B
    Traits: Book Veteran
    To Acquire: Intelligence Knowledge 9
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
    Abyssal River Card 7:
    Incubus
    Monster 2
    Traits: Outsider Demon
    To Defeat: Combat 15
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    In undefeated, banish an ally that does not have the Animal trait.
    Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    Abyssal River Card 8:
    Shamira
    Henchman 4
    Type: Monster
    Traits: Outsider Demon Fire Mythic
    To Defeat: Combat 40 OR Charisma Diplomacy 16
    Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
    If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
    Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
    Scenario: Treat the henchman Shamira as the villain. When Shamira is defeated, put a marker on the scenario card, then shuffle Shamira into a location other than the Abyssal Rift.
    Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    "It's not my job to deal with intruders. It's my job to discourage the existence of intruders." -- Shamira
    Abyssal River Card 9:
    Druid of the Storm
    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.
    Abyssal River Card 10:
    Gift of Nocticula
    Barrier 4
    Traits: Temptation Deity Demon
    To Defeat: None
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
    While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

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