
Ukuja - Yewstance |

Ukuja and Erasmus' combined attacks managed to - at least - drive off the monstrous once-angel; though its fierce form burned with an unholy, dark heat that scorched the unlikely crusaders. As the heat washed over the duo, Ukuja's skin took on a harsh, scale-like texture which resisted the fiery attack, one of many gifts from nature unto the Hunter that appears to still function even in this horrific realm.
Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.
Ukuja moves to the Molten Pool A.
Scenario Power: 1d6 ⇒ 4 -> No effect.
Ukuja takes his free exploration.
Monster 4
Traits: Ooze Aquatic
To Defeat: Combat 22 OR Dexterity 16
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.
Ukuja reveals Wendifisa Spear for combat. It has the Piercing trait, so another 1d8 is added.
Combat 22 (Survival): 1d10 + 7 + 4 + 1d12 + 1 + 1d8 ⇒ (8) + 7 + 4 + (5) + 1 + (5) = 30 -> Putrid Ooze defeated.
Ukuja gives the medium a nod, and silently gestures through hand signs that he should assess the area for danger before moving on. The Hunter moves to approach the molten pools in the distance; theorizing that this 'dragon' might make its lair within those craters. If Ukuja can ascertain its position (and status of wakefulness), that will surely assist the group in finding a safe, conflict-free passage from these wretched lands.
Said wretched land which is trying to kill him, apparently; Ukuja spears some corrosive, vile ooze that seeks to wrap around his ankles and consume his flesh. The abyssal slime, whilst dangerous, is no match for the elf's speed or magical armaments.
Ukuja discards Blessing of the Gods to explore again.
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.
Ukuja discards Blessing of Deskari to explore again.
Barrier 4
Traits: Temptation
To Defeat: None
Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Molten Pool A Card 4: Temptation of Lucre
Molten Pool A Card 5: Blessing of Nethys
Molten Pool A Card 6: Mist Horn
Ukuja comes across a small trove of magical goods and seemingly-pure symbols of holy magic. What an unlikely trove for a landscape such as this. Just as the Hunter cautiously assesses the treasures, one of the crusaders accompanying him lets out a shout of fear as more ooze sprout from the scorched earth around them; surrounding him. Ukuja wastes no time leaping to the man's aid; saving him from the creatures and clearing a path to safety... but the treasures seem to have disappeared after Ukuja returns from his rescue mission. An illusion?
Ukuja, of course, adds no boon to his hand. Greed defeated.
Ukuja reveals Angelstep to heal himself.
Angelstep: 1d4 + 1 ⇒ (3) + 1 = 4 -> Ukuja shuffles all 4 cards (Snow Leopard, Blessing of the Ancients 2, Blessing of the Gods, Blessing of Deskari) from his discard pile into his deck. Recharged pile cleared.
Angelstep is auto recharged with Survival (Survival 9: 1d10+7+4).
Ukuja ends his turn.
Ukuja examines the top card of his location deck with his power...
Molten Pool A Card 4: Temptation of Lucre (Which we already knew)
Ukuja resets his hand, revealing Leshykineticist to increase his hand size by 1.
Hand: Cauterize, Wendifisa Spear, Charm Animal, Snow Leopard, Elk, Blessing of the Ancients 2, Verdant Rager, Leshykineticist,
Displayed: Pygmy Ankylosaur, Python,
Deck: 11 Discard: 0 Buried: 0
Notes: See below.
After the start of Erasmus' turn; Ukuja buries Charm Animal to draw the Random Animal Ally: Wolverine.
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.
Hand: Cauterize, Wendifisa Spear, Wolverine, Snow Leopard, Elk, Blessing of the Ancients 2, Verdant Rager, Leshykineticist,
Displayed: Pygmy Ankylosaur, Python,
Deck: 11 Discard: 0 Buried: 1
Notes: Blessings are free to use.
Healing is completely free to use.
Snow Leopard may be recharged to add 1d4 to a combat check.(If the Dominion Scientist is encountered, Ukuja will topdeck his Python so he takes no damage from its BYA.)
Mythic Charges: 4
Dexterity d10 [X] +1 [X] +2 [X] +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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.
While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

Erasmus by Greenclaw |

It is the hour of Ascension
Start of Turn: Recharge Anathemic Volume to add +2 to all checks this turn.
Move to Befouled Altar A
Scenario Power: 1d6 ⇒ 6 No effect!
Explore
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.
Recharge Sign of the Pack to add 1 die.
Strength 4: 2d6 + 2 ⇒ (1, 1) + 2 = 4 Acquired!
Discard Harrowed Society Student to explore again.
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.
Draw 3 spells from the box:
Ghost Wolf (AD4)
Dismissal (AD2)
Divine Blaze (AD4)
Add Ghost Wolf to hand, banish the rest. Banish Starbow from discard pile.
Discard Blessing of Torag to explore again.
Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Location: If you fail a check to defeat a monster, discard a card from the blessings deck
Reveal Mind's Eye Blade
Combat (Dexterity) 11: 1d8 + 3 + 1d4 + 2 + 1d6 + 4 + 2 ⇒ (8) + 3 + (4) + 2 + (1) + 4 + 2 = 24 Defeated!
Examine top card of location: Blessing of Shax
Discard Blessing of the Gods to explore again.
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.
Reveal Mind's Eye Blade
Combat 9: 1d8 + 3 + 1d4 + 2 + 1d6 + 4 + 2 ⇒ (5) + 3 + (3) + 2 + (6) + 4 + 2 = 25 Acquired!
Discard Sign of the Stranger to explore again.
Spell 1
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Auto Acquire at Arcane +10
End Turn. Reset Hand.
Hand: Blessing of Shax, Sign of the Pack 2, Bloodscent, Transmogrify, Ghost Wolf, Mind's Eye Blade,
Displayed: Spirit Relatives (Baylock),
Deck: 9 Discard: 6 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+2 [X]+3
Arcane: Charisma +1
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
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) ([ ] 2 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.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.
Odd moves to Harem A: 1d6 ⇒ 3 -> Amaryllis is moved to Harem of Ardent Dreams A
Amaryllis and takes her free exploration.
Traits: Magic Arcane
To Acquire: Intelligence Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
Auto-acquire spell (d12+10 vs 8).
Amaryllis discards Surgeon to explore again.
Type: Monster
Traits: Pitborn Demon Cleric
To Defeat: Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
Baphomet has a legion of followers. Try not to be one.
BYA Charisma check:
Charisma 12: 1d12 + 4 + 4 ⇒ (4) + 4 + 4 = 12 -> Success, but I'm going to try not to fail anyway. Displaying Sphere of Fire and using it for the combat check. Also discarding BoPharasma for an additional 2 dice.
Combat (Arcane) 25: 3d12 + 4 + 2 + 4 + 1d6 ⇒ (12, 3, 12) + 4 + 2 + 4 + (2) = 39 -> Defeated, may immediately attempt to close the location. Summoning Lust Demon.
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 20
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.
BYA Arcane check to play spells:
Arcane 12: 1d12 + 4 + 2 + 4 ⇒ (12) + 4 + 2 + 4 = 22 -> Success, may play spells. Using Sphere of Fire, and spending a Mythic point to ignore the immunity to Fire and also replace a die with a d20. Discarding the Sphere of Fire to add an additional d6, and recharge a BotSpellbound for an additional die.
Combat (Arcane) 20: 1d20 + 1d12 + 4 + 2 + 4 + 2d6 ⇒ (10) + (2) + 4 + 2 + 4 + (1, 2) = 25 -> Defeated, location closed. On closing, immediately end my turn. Harem of Ardent Dreams B location deck also banished. Auto-recharge Sphere of Fire (d12+9 vs 9).
Amaryllis ends her turn and resets her hand.
Hand: Blessing of Pharasma 1, Binder's Tome, Life Drain, Ice And Fire, Unearthly Aim, Blessing of the Spellbound 3, Blessing of the Spellbound 1,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Any of the blessings are available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [X] +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.
Charges: 3
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Ukuja - Yewstance |

It occurs to me that due to the nature of the move-if-odd power; it's entirely possible to waste a lot of turns this scenario. Banishing both location decks on a close partially solves the issue; but the fact remains that if a villain is left unbanished at a "B" location then you only have a 50% of being able to move to B and fight him unless you can move outside of your move step with a power.
Can't say I like the idea of a scenario being unwinnable depending on a 50/50 coin flip turning up the wrong way enough times.
Anyway, I know there's a henchman or villain in Molten Pools B, but there's no way to manipulate things so that I'm more than 50% likely to be there and I know there's nothing of the sort in Molten Pools A. So instead, I'll go to a location where at least I know I can do some good.
I'm awful at the Harvester's Pit, since I pretty much need to evade boons there (only Erasmus, if he switches his Spirits around, can get around that downside among us), so it looks like I'll try to clear the Befouled Altars by finishing off the deck A there.
I really should've taken White Tiger for this scenario, which I was considering the whole time anyway. Bleah.
=========================
Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.
Ukuja skips Leryn's examination; he's already seen the next card.
Ukuja moves to the Befouled Altar A.
Scenario Power: 1d6 ⇒ 3 -> Uuugh. So much for an easy close. Ukuja moves to Befouled Altar B.
I'm beginning to dislike this scenario, and I usually like gimmicky scenarios that reward players having movement powers.
Ukuja takes his free exploration.
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Ukuja recharges Blessing of the Ancients (the top card of the Blessings Discard Pile is basic) to add a die.
Divine 10: 2d10 + 5 ⇒ (6, 5) + 5 = 16 -> Steal Soul acquired!
Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
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 discards Snow Leopard to explore again.
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 Lickwound banished.
Ukuja discards Wolverine to explore again, adding 1d6 to Stealth checks during this exploration.
Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
Alright, so technically I pause for temp-closing. But I'm going to go ahead and make my villain check, and then reset my hand, and I recommend that players don't temp close if it will cost them any risk or resources (like a spell). Either he escapes to one of 8 locations, or one of 6 or 7. Either way makes insufficient difference for us to really change our strategy in my opinion, especially given the oddity of the scenario rules when it comes to setting up temp closes, and that closing 1 location will immediately tell us whether the villain could be in its other side.
I will, however, be requesting a blessing from either of my teammates just to push my odds to >93% to complete the villain encounter, since failure doesn't sound appealing; especially in this scenario.
Both of my cohorts come in handy when I'm single-handedly fighting this villain. It's a nice feeling.
Ukuja discards Blessing of Pulura to add a die.
Requesting that either Erasmus or Amaryllis discard a blessing of their choice to add another die.
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): 3d10 + 7 + 4 + 1d20 + 1 ⇒ (3, 10, 4) + 7 + 4 + (14) + 1 = 43 -> First Check Passed. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively shuffles Blessing of Pulura from his discard pile into his deck, clearing his recharged pile.
The check had the Melee trait; Ukuja is dealt 1 fire damage, but it's reduced by 1, to 0 from Pygmy Ankylosaur.
For the second combat check, Ukuja uses Python's power to re-use his first check's result (43).
Second Check Passed.
The Defiled One is defeated.
From defeating a bane with the Mythic trait, Ukuja gains a mythic charge (back up to 4).
From defeating a bane that's not immune to the Attack trait, Ukuja displays Steal Soul, adding 1d4 to all checks he makes for the remainder of the scenario.
Befouled Altar B is closed, and all cards are banished from Befouled Altar A.
Ukuja has no blessings in his discard pile to bury.
The Defiled One escapes.
Ukuja resets his hand, revealing Verdant Rager and Leshykineticist to increase his hand size by 2.
Hand: Cauterize, Wendifisa Spear, Call Animal, Snapping Flytrap, Blessing of the Gods, Blessing of Pulura, Angelstep, Verdant Rager, Leshykineticist,
Displayed: Pygmy Ankylosaur, Python, Steal Soul,
Deck: 9 Discard: 2 Buried: 1
Notes: Blessings are free to use.
Healing is free to use if you're at my location (note that Cauterize heals non-random cards).
Call Animal may be recharged to add 1d8 to a check to acquire an ally.(If the Dominion Scientist is encountered, Ukuja will topdeck his Python so he takes no damage from its BYA.)
Mythic Charges: 4
No flavour today.
Strength d6 [ ] +1 [ ] +2
Dexterity d10 [X] +1 [X] +2 [X] +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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.
While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

Erasmus by Greenclaw |

Erasmus will attempt to temp close Befouled Altar A
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.
Reveal Mind's Eye Blade
Combat (Dexterity) 14: 1d8 + 3 + 1d4 + 2 + 1d6 + 4 ⇒ (3) + 3 + (2) + 2 + (2) + 4 = 16 Temp Closed!
Examine top card of Befouled Altar A: Blessing of Ascension

BR skizzerz |

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: After you add henchmen to location decks, divide each deck in half to create 2 decks for each location card. Treat each as a separate location. When you close a location, banish both of its location decks.
At the end of your move step, if you are at an open location, roll 1d6. If the result is odd, move to the other deck for your location card.
The first time during this scenario that a henchman would be encountered in a location deck, exchange it for the villain The Defiled One. You win the scenario only when you defeat and corner The Defiled One.
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.
The Defiled One (Villain; not shuffled into location at first)
Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits. If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Melazmera (Henchman)
Henchman 4
Type: Monster
Traits: Dragon Mythic
To Defeat: Combat 28 THEN Combat 32
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.
Demoniac of Baphomet (Henchman)
Henchman 4
Type: Monster
Traits: Pitborn Demon Cleric
To Defeat: Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers. Try not to be one.
Banner of Valor (Loot)
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Fiendsplitter (Loot)
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)
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Scale of Disguise (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Scale of Sacred Weaponry (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.
Soulshear (Loot)
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.
Spherewalker Staff (Loot for Amaryllis and Ukuja)
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)
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.
Transmogrify (Loot)
Loot 4
Type: Spell
Traits: Magic Arcane Divine Attack
When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.
Vulture Demon (Servitor 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)
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)
Henchman B
Type: Monster
Traits: Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Baphomet (Summon)
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Derakni (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 13
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Minotaur (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Tree (Summon)
Henchman B
Type: Monster
Traits: Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Harvester (Summon)
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.
Lust Demon (Summon)
Henchman 4
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 20
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.
Ivory Templar (Summon)
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)
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)
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)
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.
Valais Durant (Cohort)
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.
Mythic Archmage (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Mythic Hierophant (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Redemption Card
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
- Amulet of the Abyss
- Anarchy Hammer
- Black Robe
- Blackaxe
- Book of the Damned
- Corroded Helm
- Fasciculus Labyrinthum
- Ghoul Hide
- Helm of the Serpent King
- Horns of Naraga
- Lexicon of Paradox
- Monkey's Paw
- Nahyndrian Elixer
- Robe of the Rifts
- Rod of the Viper
- Skinstitcher's Manual
- Soulshear
- Stalker's Crossbow
- Traitor's Blade
- Unholy Aspergillum +3
Blessing of Deskari (Blessing 1)
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing of Pulura (Blessing B)
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)
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Torag (Blessing B)
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.
Bloodscent (Spell 1)
Spell 1
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Ghost Wolf (Spell 4)
Spell 4
Traits: Magic Arcane
To Acquire: Intelligence Arcane 12
Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.
Steal Soul (Spell 3)
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Unearthly Aim (Spell 2)
Spell 2
Traits: Magic Arcane
To Acquire: Intelligence Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Wolverine (Ally 1)
Ally 1
Traits: Animal Veteran
To Acquire: Wisdom Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
Monster 1
Monster 4
Traits: Construct Golem
To Defeat: Combat 19
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone.
Monster 2
Monster B
Traits: Outsider Undead Demon
To Defeat: Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids.
Monster 3
Monster 4
Traits: Demon Curse
To Defeat: Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
Monster 4
Monster 3
Traits: Aberration Sorcerer
To Defeat: Combat 21 OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters.
Monster 5
Monster 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.
Barrier 1
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.
Barrier 2
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
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Barrier 4
Barrier 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
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
Weapon 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 3
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 4
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Weapon 5
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.
Spell 1
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
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
Spell 1
Traits: Magic Arcane Divine Attack Healing Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.
Spell 4
Spell 4
Traits: Magic Divine Attack Fire
To Acquire: Wisdom Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Spell 5
Spell 4
Traits: Magic Arcane Attack
To Acquire: Intelligence Arcane 11
For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.
Armor 1
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude Arcane Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Armor 2
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude Charisma 8
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
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 5
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.
Item 1
Item 2
Traits: Object
To Acquire: Charisma Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Item 2
Item 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 3
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
Item B
Traits: Object Divine Elite
To Acquire: Wisdom Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.
Item 5
Item B
Traits: Tool Veteran
To Acquire: Wisdom Divine 8
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.
Ally 1
Ally 4
Traits: Human Warrior
To Acquire: Strength Melee 12 THEN Charisma Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
Ally 2
Ally 1
Traits: Human Wizard
To Acquire: Arcane Divine Charisma Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
Ally 3
Ally B
Traits: Human Soldier
To Acquire: Divine 9 OR Charisma Diplomacy 6
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
Ally 4
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 5
Ally 2
Traits: Animal Mount Elite
To Acquire: Wisdom Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
Blessing 1
Blessing P
Traits: Divine Terendelev Dragon
To Acquire: None
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.
Terendelev fell so we could rise again
Blessing 2
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing 4
Blessing B
Traits: Divine 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 5
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Turn: 7 Erasmus/Greenclaw
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 23
Blessings Deck Card 8 - Turn 8 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 9 - Turn 9 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 10 - Turn 10 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 12 - Turn 12 Ukuja/Yewstance
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 13 - Turn 13 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 14 - Turn 14 Amaryllis/Void_Eagle
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 15 - Turn 15 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 16 - Turn 16 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 17 - Turn 17 Amaryllis/Void_Eagle
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 18 - Turn 18 Ukuja/Yewstance
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 19 - Turn 19 Erasmus/Greenclaw
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 20 - Turn 20 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 21 - Turn 21 Ukuja/Yewstance
Blessing B
Traits: Divine 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 22 - Turn 22 Erasmus/Greenclaw
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 23 - Turn 23 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 24 - Turn 24 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 26 - Turn 26 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Ukuja/Yewstance
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 29 - Turn 29 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 30 - Turn 30 Ukuja/Yewstance
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.
Harem of Ardent Dreams A
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: Amaryllis/Void_Eagle
Harem of Ardent Dreams B
Traits: Abyssal
At This Location (Open): If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
When Closing: Summon and defeat the henchman Lust Demon.
When Permanently Closed: On closing, end your turn.
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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: If you play an ally that does not have the Animal trait during an encounter, end your turn after the encounter.
Locust Shrine A
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
Locust Shrine B
Traits: Abyssal
At This Location (Open): When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
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 ?: 2
Located/Displayed Here: None
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Molten Pool A
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
At This Location (Closed): At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
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.
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.
Molten Pool B
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
At This Location (Closed): At the start of your turn, you are dealt 1 Fire damage.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Blessing B
Traits: Divine Pulura
To Acquire: Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Barrier 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.
Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.
Weapon 4
Traits: Axe Melee Slashing 2-Handed Magic Corrupted Veteran
To Acquire: Strength Melee 12
For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.
Henchman 4
Type: Monster
Traits: Dragon Mythic
To Defeat: Combat 28 THEN Combat 32
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.
Armor P
Traits: Light Armor Dragon Mythic
To Acquire: Constitution Fortitude 5
Reveal this card to reduce Fire damage dealt to you to 0, then roll 1d12. On a 1, banish this card.
Bury this card and expend a mythic charge to add 1d20 to your check to defeat a monster.
Banish this card to reduce all damage dealt to you to 0; If proficient with light armors, bury this card instead.
"Raw! I'm a scary dragon!" - Goblin in kobold costume
Monster 1
Traits: Vermin Demon
To Defeat: Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.
Harvester's Pit A
Traits: Abyssal
At This Location (Open): When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
At This Location (Closed): No effect.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Henchman 4
Type: Monster
Traits: Pitborn Demon Cleric
To Defeat: Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers. Try not to be one.
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Monster 4
Traits: Construct Obstacle Lock
To Defeat: Combat 30 OR Disable 17
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you.
Harvester's Pit B
Traits: Abyssal
At This Location (Open): When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
At This Location (Closed): No effect.
M: 4 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
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.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Monster 4
Traits: Demon Curse
To Defeat: Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
Monster 4
Traits: Outsider Demon
To Defeat: Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries.
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Item B
Traits: Instrument Magic Elite
To Acquire: Melee Ranged Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Befouled Altar A
Traits: Abyssal
At This Location (Open): If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
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
Befouled Altar B
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: Ukuja/Yewstance

Ukuja - Yewstance |

Posting my hand reset and notes outside of spoilers. The villain was defeated, though I did use one blessing from either Erasmus or Amaryllis; whoever wants to clear a blessing from their hand most.
Hand: Cauterize, Wendifisa Spear, Call Animal, Snapping Flytrap, Blessing of the Gods, Blessing of Pulura, Angelstep, Verdant Rager, Leshykineticist,
Displayed: Pygmy Ankylosaur, Python, Steal Soul,
Deck: 9 Discard: 2 Buried: 1
Notes: Blessings are free to use.
Healing is free to use if you're at my location (note that Cauterize heals non-random cards).
Call Animal may be recharged to add 1d8 to a check to acquire an ally.(If the Dominion Scientist is encountered, Ukuja will topdeck his Python so he takes no damage from its BYA.)
Mythic Charges: 4
Dexterity d10 [X] +1 [X] +2 [X] +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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.
While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

Erasmus by Greenclaw |

You can take Erasmus's Sign of the Pack
Off turn: Discard Sign of the Pack for Ukuja's check.
Start of turn: Recharge Transmogrify, Ghost Wolf, Bloodscent to add +4 to all checks this turn.
Move to Locust Shrine B.
Scenario Power: 1d6 ⇒ 2
Explore
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.
Auto Acquire at Charisma +7
Discard Blessing of Iomedae to explore again.
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 at Arcane +8
Attempt to Close
Dexterity 11: 1d8 + 3 + 1d6 + 4 ⇒ (4) + 3 + (1) + 4 = 12 Closed!
Erasmus finds that paradoxically both good and evil forces reside in this realm. He tries to harness what he can to help in the battles that lie ahead.
End Turn. Reset Hand.
Hand: Blessing of Shax, Blessing of Abraxas, Byzantine Lexicon, Volcanic Storm, Kinetic Blast, Mind's Eye Blade,
Displayed: Spirit Relatives (Baylock),
Deck: 9 Discard: 8 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+2 [X]+3
Arcane: Charisma +1
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
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) ([ ] 2 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.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.
Amaryllis moves to the Harem of Ardent Dreams B.
Odd moves to Harem A: 1d6 ⇒ 1 -> [ooc]Amaryllis is moved to Harem of Ardent Dreams A. This location is closed, so ending turn.
Amaryllis heads off to the other part of the harem to make sure the Defiled One hasn't snuck in there, but she gets turned around and ends up right back where she started.
Hand: Blessing of Pharasma 1, Binder's Tome, Life Drain, Ice And Fire, Unearthly Aim, Blessing of the Spellbound 3, Blessing of the Spellbound 1,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Any of the blessings are available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [X] +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.
Charges: 3
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Ukuja - Yewstance |

And Amaryllis' turn summarising my complaint about this particular scenario's design nicely.
I've inferred this previously, but I'd like to actually request that Erasmus handle the Harvester's Pit. Since he can move spirits around, he can roll 2d6+4 on Strength checks, whilst Amaryllis and Ukuja have next to no chance and would just keep evading boons and possibly re-encountering them if we tried to handle those locations.
===========================
Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.
Ukuja moves to the Molten Pool B.
Scenario Power: 1d6 ⇒ 5 -> Ukuja moves to Molten Pool A. Agh, I know there's no good boons and no henchman (and probably no villain) here, but at least I can secure a close.
Ukuja takes his free exploration.
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.
Ukuja discards Blessing of Pulura to explore again.
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.
Ukuja discards Blessing of Nethys to examine the top two cards of his location deck.
Molten Pool A Card 3: Mist Horn
Molten Pool A Card 4: Temptation of Lucre
From discarding the Blessing of Nethys, Ukuja switches the order of the examined cards, then explores.
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.
Item 2
Traits: Object
To Acquire: Charisma Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Item 2
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 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.
Amaryllis and Erasmus discard a card from their decks.
Ukuja discards Blessing of Iomedae to explore again.
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.
Ukuja sets aside Call Animal to search and draw Elk from his deck. Recharged pile cleared.
Call Animal is recharged automatically.
Ukuja sets aside Cauterize to heal himself. Ukuja discards Pure Holy Water to Cauterize's power
Cauterize: 1d4 + 1 ⇒ (1) + 1 = 2 -> Ukuja shuffles the following 2 selected cards from his discard pile into his deck: (Blessing of Nethys, Blessing of Iomedae).
Recharge pile cleared.
Divine 11: 1d10 + 5 + 1d4 ⇒ (5) + 5 + (1) = 11 -> Cauterize recharged.
Ukuja ends his exploration step, and closes the empty Molten Pool A by taking 5 Fire damage. Ukuja topdecks Pygmy Ankylosaur to reduce all damage dealt to 0.
Molten Pool B also has its location deck banished... except for The Defiled One, as it's the villain. (We've also cleared the nasty dragon henchman, though.)
Ukuja displays Mist Horn at the Harvester's Pit A.
Ukuja ends his turn, randomly recharging the animal Snow Leopard from his discard pile from his power.
Yet again, he has no cards to examine with his end-of-turn power. Oof.
Ukuja resets his hand, revealing Snapping Flytrap, Angelstep, Verdant Rager and Leshykineticist to increase his hand size by 4.
Ukuja continues to explore the volcanic wastes with the crusaders who accompany him. He speaks to what little plant life remains in these desolate lands; learning its lay and patterns. He identifies that he was correct with his prediction that the dragon, "Melazmera", mentioned by Jibbli nested in these lands. With stealth, Ukuja manages to move into a safe position where his sharp, elven gaze can spot the dragon from afar - resting upon its hoard of human and monster remains.
Then this is an opportunity; as long as Ukuja guides his companions carefully, they may never need to fight the slumbering creature. On the other hand, Ukuja also spots the hideous Defiled One flying nearby; scanning the land for any more intruders. That would be them.
He will be a problem....
Hand: Elk, Wendifisa Spear, Blessing of the Gods, Pygmy Ankylosaur, Blessing of Milani, Blessing of the Ancients, Blessing of Deskari, Snapping Flytrap, Angelstep, Verdant Rager, Leshykineticist,
Displayed: Python, Steal Soul, Mist Horn (Harvester's Pit A),
Deck: 9 Discard: 4 Buried: 1
Notes: See below.
Mythic Charges: 4
At the start of Erasmus' turn, Ukuja will display Pygmy Ankylosaur once again.
Hand: Elk, Wendifisa Spear, Blessing of the Gods, Blessing of Milani, Blessing of the Ancients, Blessing of Deskari, Snapping Flytrap, Angelstep, Verdant Rager, Leshykineticist,
Displayed: Pygmy Ankylosaur, Python, Steal Soul, Mist Horn (Harvester's Pit A),
Deck: 9 Discard: 4 Buried: 1
Notes: All of my many blessings are free to use.
Healing is free to use if you're at my location.(If the Dominion Scientist is encountered, Ukuja will topdeck his Python so he takes no damage from its BYA.)
Mythic Charges: 4
Dexterity d10 [X] +1 [X] +2 [X] +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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.
While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.
Amaryllis and Erasmus must discard a card from their decks.

Amaryllis - Void_Eagle |
Off-turn, Amaryllis discards Bound Elemental from her deck for the Temptation of Lucre.

Erasmus by Greenclaw |

The discard from Temptation of Lucre is a random card from deck? If so, off turn, Erasmus discards Banner of Valor

Erasmus by Greenclaw |

It is the hour of Ascension
Move to Harvester's Pit A
Move to B on an odd: 1d6 ⇒ 6
Start of Turn: Recharge Mind's Eye Blade to add 2 to all checks this turn.
Explore Harvester's Pit A
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Bury Byzantine Lexicon to switch Spirit Relatives token to Nissa
BYA Strength 9: 1d6 + 1d6 + 4 + 2 ⇒ (2) + (5) + 4 + 2 = 13
Auto succeed at Arcane check at +8
Discard Blessing of Shax to explore again.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
BYA Strength 9: 1d6 + 1d6 + 4 + 2 ⇒ (3) + (1) + 4 + 2 = 10
Auto Acquire as have a mythic charge.
Discard Blessing of Ascension to explore again.
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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
BYA Strength 9: 1d6 + 1d6 + 4 + 2 ⇒ (5) + (4) + 4 + 2 = 15
Auto succeed at Arcane check at +8
Erasmus moves to the edge of a pit. Peering down he can see the disturbing sight of some sort of ashen grey tentacled creature. It's long appendages reach up and clutch at anything in their sight. Seeing some items of possible worth, Erasmus reaches out to his big sister Nissa for guidance, knowing that she was always the more athletically proficient one in the family.
"Just draw your strength from your core, Erasmus. Set your your lower body for leverage and maintain a tight grip. That's it, now pull little brother...don't let go now!"
Erasmus manages to retrieve a couple of scrolls and a holy item. Nothing particularly useful but better tucked away in his belt than in the grasp of a vile creature like this. He shifts around to the other side of the pit to see what he can spy from that vantage.
End Turn. Discard Skitter to move to Harvester's Pit B. Auto Succeed at Arcane 8 recharge check at +8. Reset Hand.
Hand: Marksman's Bow, Blessing of Abraxas, Mirror Image, Volcanic Storm, Kinetic Blast, Talisman Crafter,
Displayed: Spirit Relatives (Nissa),
Deck: 8 Discard: 11 Buried: 1
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+2 [X]+3
Arcane: Charisma +1
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
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) ([ ] 2 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.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.
Amaryllis moves to the Harem of Ardent Dreams B.
Odd moves to Harem A: 1d6 ⇒ 3 -> Amaryllis is moved to Harem of Ardent Dreams A. Again. Nothing to do here, so ending turn.
Hand: Blessing of Pharasma 1, Binder's Tome, Life Drain, Ice And Fire, Unearthly Aim, Blessing of the Spellbound 3, Blessing of the Spellbound 1,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Any of the blessings are available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [X] +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.
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.

BR skizzerz |

I somehow managed to dig up a thread I didn't find earlier, which confirmed the designer intent of this scenario. The intent is that both sides close when you close one side, not just banish the other side. (this is relevant because as-written you could banish the villain out of the other side). I'll apply that intent here which will close up a couple of other sides, and then we'll start again with Amaryllis's turn.

BR skizzerz |

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: After you add henchmen to location decks, divide each deck in half to create 2 decks for each location card. Treat each as a separate location. When you close a location, banish both of its location decks.
At the end of your move step, if you are at an open location, roll 1d6. If the result is odd, move to the other deck for your location card.
The first time during this scenario that a henchman would be encountered in a location deck, exchange it for the villain The Defiled One. You win the scenario only when you defeat and corner The Defiled One.
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.
The Defiled One (Villain; not shuffled into location at first)
Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits. If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Melazmera (Henchman)
Henchman 4
Type: Monster
Traits: Dragon Mythic
To Defeat: Combat 28 THEN Combat 32
Melazmera is immune to the Cold trait. During this encounter, you cannot succeed at checks to recharge spells.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 10 check. Characters who succeed expend 1 mythic charge; characters who fail expend 1d4 charges.
If defeated, you may shuffle Melazmera into a random other open location to immediately attempt to close your location.
Demoniac of Baphomet (Henchman)
Henchman 4
Type: Monster
Traits: Pitborn Demon Cleric
To Defeat: Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers. Try not to be one.
Banner of Valor (Loot)
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Fiendsplitter (Loot)
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)
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Scale of Disguise (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Scale of Sacred Weaponry (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.
Soulshear (Loot)
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.
Spherewalker Staff (Loot for Amaryllis and Ukuja)
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)
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.
Transmogrify (Loot)
Loot 4
Type: Spell
Traits: Magic Arcane Divine Attack
When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.
Vulture Demon (Servitor 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)
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)
Henchman B
Type: Monster
Traits: Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Baphomet (Summon)
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Derakni (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 13
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Minotaur (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Tree (Summon)
Henchman B
Type: Monster
Traits: Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Harvester (Summon)
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.
Lust Demon (Summon)
Henchman 4
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 20
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.
Ivory Templar (Summon)
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)
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)
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)
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.
Valais Durant (Cohort)
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.
Mythic Archmage (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Mythic Hierophant (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Redemption Card
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
- Amulet of the Abyss
- Anarchy Hammer
- Black Robe
- Blackaxe
- Book of the Damned
- Corroded Helm
- Fasciculus Labyrinthum
- Ghoul Hide
- Helm of the Serpent King
- Horns of Naraga
- Lexicon of Paradox
- Monkey's Paw
- Nahyndrian Elixer
- Robe of the Rifts
- Rod of the Viper
- Skinstitcher's Manual
- Soulshear
- Stalker's Crossbow
- Traitor's Blade
- Unholy Aspergillum +3
Blessing of Abraxas (Blessing B)
Blessing B
Traits: Divine Abraxas Corrupted
To Acquire: Arcane 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Ascension (Blessing B)
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing of Deskari (Blessing 1)
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 Iomedae (Blessing B) x2
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 of Nethys (Blessing 2)
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pulura (Blessing B)
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)
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Torag (Blessing B)
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.
Bloodscent (Spell 1)
Spell 1
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Ghost Wolf (Spell 4)
Spell 4
Traits: Magic Arcane
To Acquire: Intelligence Arcane 12
Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.
Mirror Image (Spell B)
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.
Mist Horn (Item 1)
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.
Pure Holy Water (Item 3)
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.
Skitter (Spell B)
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.
Steal Soul (Spell 3)
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Unearthly Aim (Spell 2)
Spell 2
Traits: Magic Arcane
To Acquire: Intelligence Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.
Wolverine (Ally 1)
Ally 1
Traits: Animal Veteran
To Acquire: Wisdom Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
Monster 1
Monster B
Traits: 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 2
Monster 1
Traits: Outsider Demon
To Defeat: Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections.
Monster 3
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 4
Monster 4
Traits: Outsider Demon
To Defeat: Combat 21 OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
Monster 5
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.
Barrier 1
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 2
Barrier 3
Traits: Temptation
To Defeat: None
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.
Barrier 3
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 4
Barrier 3
Traits: Temptation
To Defeat: None
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
Barrier 5
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.
Weapon 1
Weapon 1
Traits: Bow Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.
Weapon 2
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Recharge this card to reduce Combat damage dealt to you by 3.
Weapon 3
Weapon 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
Weapon 2
Traits: Bow Ranged Piercing Magic Veteran
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
Weapon 5
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
To Acquire: Strength Melee 9 OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.
Spell 1
Spell 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 2
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell 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 4
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 5
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.
Armor 1
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Armor 2
Armor 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
Armor B
Traits: Heavy Armor Corrupted Elite
To Acquire: Constitution Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Armor 4
Armor 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
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.
Item 1
Item 1
Traits: Book
To Acquire: Melee Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Item 2
Item B
Traits: Book Veteran
To Acquire: Intelligence Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
Item 3
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.
Item 4
Item 4
Traits: Book Magic Corrupted Mythic
To Acquire: Arcane Craft Divine Knowledge 12
Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.
Item 5
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.
Ally 1
Ally B
Traits: Human Ranger
To Acquire: Melee Ranged 7 OR Charisma Diplomacy 6
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
Ally 2
Ally 4
Traits: Human Warrior
To Acquire: Strength Melee 12 THEN Charisma Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
Ally 3
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 4
Ally 4
Traits: Animal Mount Mythic
To Acquire: Wisdom Survival 12 OR Charisma Diplomacy 12
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 2
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing 3
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing 4
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing 5
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.
Turn: 11 Amaryllis/Void_Eagle
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 19
Blessings Deck Card 12 - Turn 12 Ukuja/Yewstance
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 13 - Turn 13 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 14 - Turn 14 Amaryllis/Void_Eagle
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 15 - Turn 15 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 16 - Turn 16 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 17 - Turn 17 Amaryllis/Void_Eagle
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 18 - Turn 18 Ukuja/Yewstance
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 19 - Turn 19 Erasmus/Greenclaw
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 20 - Turn 20 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 21 - Turn 21 Ukuja/Yewstance
Blessing B
Traits: Divine 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 22 - Turn 22 Erasmus/Greenclaw
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 23 - Turn 23 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 24 - Turn 24 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 26 - Turn 26 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Ukuja/Yewstance
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 29 - Turn 29 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 30 - Turn 30 Ukuja/Yewstance
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.
Harem of Ardent Dreams A
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: Amaryllis/Void_Eagle
Harem of Ardent Dreams B
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
Locust Shrine A
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
Locust Shrine B
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
Molten Pool A
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
At This Location (Closed): At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Yewstance
Molten Pool B
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
At This Location (Closed): At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.
Harvester's Pit A
Traits: Abyssal
At This Location (Open): When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
At This Location (Closed): No effect.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Henchman 4
Type: Monster
Traits: Pitborn Demon Cleric
To Defeat: Combat 25
Before you act, attempt a Charisma or Diplomacy 12 check. If you fail, when you would be dealt an amount of damage by the Demoniac, discard that number of card from the blessings deck instead; that damage may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Baphomet has a legion of followers. Try not to be one.
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Monster 4
Traits: Construct Obstacle Lock
To Defeat: Combat 30 OR Disable 17
You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you.
Harvester's Pit B
Traits: Abyssal
At This Location (Open): When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
When Closing: Summon and defeat the henchman Harvester.
When Permanently Closed: Do not banish any cards left in this location deck.
At This Location (Closed): No effect.
M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Erasmus/Greenclaw
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.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Monster 4
Traits: Demon Curse
To Defeat: Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
Monster 4
Traits: Outsider Demon
To Defeat: Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries.
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Item B
Traits: Instrument Magic Elite
To Acquire: Melee Ranged Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Befouled Altar A
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
Befouled Altar B
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

Amaryllis - Void_Eagle |
Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.
Amaryllis moves to the Harvester's Pit A.
Odd moves to Pit B: 1d6 ⇒ 6 -> Stays at Pit A
She then takes her free exploration.
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.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Can't make the Strength 9 check, so the boon is evaded. Harvester's Pit A is shuffled.
Amaryllis ends her turn and resets her hand.
Hand: Blessing of Pharasma 1, Binder's Tome, Life Drain, Ice And Fire, Unearthly Aim, Blessing of the Spellbound 3, Blessing of the Spellbound 1,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Any of the blessings are available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [X] +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.
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.
We might be able to win now. If Ukuja encounters the villain, Erasmus and I should be able to temp close our locations as long as I go first, since I probably won't be able to make the Strength 12 check required by the Harvester to avoid being moved to Pit B. Although I could be missing a fine point of one of the rules.

Ukuja - Yewstance |

We can certainly go for the win, but in order for that to work Ukuja would have to pass 2 Strength 12 checks in a row (EDIT*: See below) - otherwise during the Temp Closing step he'd be moved to another location (aside from the Villain's) by Harvesters. If you're moved during your encounter then anything that would normally happen during Resolving Your Encounter is negated and the encountered card is shuffled back in (similar to an evade, but you still take damage), so Ukuja's villain attempt would automatically fail.
Ukuja might be able to complete 2 Strength 12 checks in a row by burning a lot of blessings, but it seems unlikely with a 1d6 by default. So I'll probably just go to one of the Harvester's Pits myself when I take my turn.
(I'm going to be asking that Erasmus takes care of Harvester's Pit locations first in the future. I despise this location; it's just a brick wall if you don't have high Strength or a huge party size to support throwing a lot of blessings at checks against boons.)
================================
*EDIT: Actually, Ukuja only needs to complete 1 Strength 12 check, which is probably feasible because I can use my Blessing of Deskari for a good boost, and I also have Steal Soul up. The other BYA check I can ignore thanks to Python. With that in mind, I'm in favor of going for the win, as long as both of you are happy lending a blessing.
Of course, there's only a 50% chance I can encounter the villain anyway.

Ukuja - Yewstance |

Well, let's try to finish this scenario, then. I can deal with the Harvester movement BYAs between Python and Blessing of Deskari. I also realised I have a means to work around the "only 50% chance of staying in the right location" scenario power.
The Mist Horn displayed at Harvester's Pit A wasn't listed in the scenario update, but it never mattered anyhow.
Ukuja starts his turn.
Blessing of Abraxas discarded from the blessings deck.
Ukuja automatically recharges the displayed Mist Horn.
Ukuja moves to the Harvester's Pit A.
Scenario Power: 1d6 ⇒ 5 -> Ukuja moves to the Harvester's Pit B.
Good thing I didn't just try to move to the Villain's location in my move step.
Ukuja reveals Angelstep to heal Erasmus.
Angelstep: 1d4 + 1 ⇒ (3) + 1 = 4 -> Erasmus shuffles 4 random cards into his deck.
Angelstep is auto recharged with Survival (Survival 9: 1d10+7+4).
Ukuja takes his free exploration.
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.
This should still work, it's just an annoyance.
Ukuja reveals Wendifisa Spear for combat.
Combat 16 (Survival): 1d10 + 7 + 4 + 1d12 + 1 + 1d4 ⇒ (3) + 7 + 4 + (5) + 1 + (4) = 24 -> Pass.
AYA Wisdom 9: 1d10 + 4 + 4 + 1d4 ⇒ (8) + 4 + 4 + (2) = 18 -> No effect.
Betrayal Demon defeated.
Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
There we are; my only real way of moving mid-turn, as clumsy as it is.
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.
Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.
I assume that Amaryllis attempts to temp-close her location first, so that she's not moved by Erasmus.
Ukuja will wait for Erasmus to complete the BYA on Amaryllis' encounter before making his own Strength 12 check.
Ukuja discards Blessing of Deskari to add 2 dice and the AD# to his Strength check.
Steal Soul adds 1d4, as always.
Strength 12: 3d6 + 4 + 1d4 ⇒ (6, 1, 3) + 4 + (4) = 18 -> Pass; Ukuja remains at the Molten Pools B.
Ukuja will topdeck Python to ignore the BYA on Erasmus' encounter, assuming that Amaryllis successfully temp-closes her location.
Hand: Wendifisa Spear, Blessing of the Gods, Blessing of Milani, Blessing of the Ancients, Blessing of Deskari, Angelstep, Verdant Rager, Leshykineticist,
Displayed: Pygmy Ankylosaur, Python, Steal Soul,
Deck: 10 Discard: 5 Buried: 2
Notes: All of my many blessings are free to use (except Deskari). Keep in mind that I may need blessing support for the villain as well - though I have access to Mythic Charges for that.This gets a little complicated. Both Erasmus and Amaryllis must temp-close, and both temp close attempts will prompt a BYA from everyone else which in turn may force a move, which will cancel further temp close attempts or render the villain undefeatable for this encounter.
Mythic Charges: 4
Dexterity d10 [X] +1 [X] +2 [X] +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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Fortitude: Constitution +2.
While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.

Amaryllis - Void_Eagle |
Off-turn encounter of Harvester to temp-close Harvester's Pit A
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.
Both Ukuja and Erasmus will need to make the Strength 12 check, but the results of that check won't affect my combat. I do have blessings available for those checks, if desired.
Using Ice And Fire for the combat check, and revealing the Binder's Tome for an extra d4. I have decent odds on this, and can always bury a card to reroll, so I'm saving my blessings for other things.
Combat (Arcane) 27: 1d12 + 4 + 2 + 3 + 2d8 + 3 + 1d4 ⇒ (12) + 4 + 2 + 3 + (5, 1) + 3 + (3) = 33 -> Defeated, Harvester's Pit A is temp-closed. Revealing the Binder's Tome again on the spell recharge.
Recharge: Arcane 12: 1d12 + 4 + 2 + 3 + 1d4 ⇒ (2) + 4 + 2 + 3 + (3) = 14 -> Success, spell is recharged.
Assuming both Ukuja and Erasmus make their BYA checks, then Amaryllis will fail her BYA check for Erasmus's Harvester fight, moving her to Harvester's Pit B. This will mean she can reveal the Binder's Tome for an additional d4 on his combat check. And she still has three blessings remaining, minus whatever is spent on the BYA checks.
I think that covers everything for Amaryllis, but if I missed anything let me know

Erasmus by Greenclaw |

Off turn: Heal 4 cards: Blessing of Iomedae, Sign of the Lantern Bearer, Blessing of Ascension, Sign of the Stranger (thanks)
BYA Strength check for Amaryllis's temp close.
Accept Blessing of Gods from Amaryllis
Strength 12: 2d6 + 1d6 + 4 ⇒ (5, 5) + (3) + 4 = 17
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.
Both Ukuja and Amaryllis will need to make the BYA Strength 12 check. As per above, Amaryllis auto fails and moves to Harvest Pit B with Erasmus and Ukuja topdecks Python.
Bury Mirror Image to switch Spirit Relatives marker to Balsamo. Discard Volcanic Storm
Combat 27: 1d8 + 4 + 3d6 + 1d6 + 4 + 4 ⇒ (5) + 4 + (3, 2, 3) + (2) + 4 + 4 = 27 Just!
Auto recharge spell at DC13 and +12 on the check.
Blessing of Abraxas still available for Ukuja if needed.

Ukuja - Yewstance |

I would've felt more comfortable if some Mythic Charges were spent on the Harvester Combat checks for extra d20s, but it all worked out. Note that Erasmus had +1d4 on his combat check either way, as per Amaryllis' notes above (she has Binder's Tome and moved to your location).
As listed in spoilers above, Ukuja passes one of the BYA checks and skips the other, with Python being topdecked and Blessing of Deskari being discarded. All other locations are temp-closed, and so he moves on to encounter the villain properly.
Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead.
Ukuja discards Blessing of Milani to add a die.
Amaryllis discards Blessing of the Spellbound to add a die.
Erasmus discards Blessing of Abraxas (and discards a card) to add a die.
Steal Soul adds 1d4.
Combat 28 (Survival): 4d10 + 7 + 4 + 1d12 + 1 + 1d4 ⇒ (6, 9, 4, 4) + 7 + 4 + (8) + 1 + (4) = 47 -> Passed.
The Defiled One does 1 Fire damage to Ukuja from its power, which is reduced to 0 thanks to Pygmy Ankylosaur.
Ukuja reveals and additionally discards Wendifisa Spear for the second Combat Check.
Ukuja discards Blessing of the Gods to add a die.
Amaryllis discards Blessing of the Spellbound to add a die.
Steal Soul adds 1d4.
After adding his number of Mythic Charges (4) to his Wisdom/Charisma check, Ukuja expends all 4 Mythic Charges to replace his highest 4 dice with 4d20.
(3d10+7+4+1d12+1+1d12+1d4 -> 4d20+1d10+1d4+12)
Combat 28 (Survival): 4d20 + 1d10 + 1d4 + 12 ⇒ (9, 11, 18, 17) + (5) + (1) + 12 = 73 -> The Defiled One defeated. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively shuffles Blessing of Deskari from his discard pile into his deck, clearing his recharged pile. From defeating a bane with the Mythic trait, Ukuja gains a mythic charge.
We win!
The trap is sprung! Coordinating with Amaryllis and Erasmus, these dizzying landscapes cannot hide their monstrous guardian 'angel' forever... but used intelligently, they can conceal the crusaders' own locations and plans for a while. When the time is right, Ukuja makes himself known to the horrific creature, and as it swoops in a mass of silent flame to exterminate the intruder its quickly caught in nets of arcane magic between Amaryllis and Erasmus' spells. Ukuja takes the chance, imbuing his spear with the might of the Green, of Iomedae and of Golarion - before flinging the spear through the defiled angel, tearing through what was left of its heart and overwhelming it with the divine favor it lost so long ago.
Hand: Blessing of the Ancients, Angelstep, Verdant Rager, Leshykineticist,
Displayed: Pygmy Ankylosaur, Steal Soul,
Deck: 10 Discard: 9 Buried: 2
Notes:
Mythic Charges: 4

Amaryllis - Void_Eagle |
Nice job, congrats! Yeah, I realized after I'd seen the results that I could've used one (or more) mythic charges. But I had several contingency plans in place, including burying a card for a full reroll.

BR skizzerz |

but the villain will not escape as the encounter will not resolve due to the move.
Nothing makes an encounter end if you move during it. You'd still have to fight the villain. If you succeed, you still close the villain's location (even though you aren't there) and process its escape. Nothing in the rulebook forbids that from happening.
You have the following two rules regarding movement during an encounter:
p10 "If you move during an encounter, any effects that would happen after that encounter do not happen." -- the villain encounter sequence is not an effect, it's a rule. You still play through that full sequence.
p15 "You can never attempt to close a location that is temporarily or permanently closed, or that your character isn’t at." -- This only blocks attempts to close. Beating the villain isn't a close attempt, it just happens.

BR skizzerz |

Development
You found the source of the endless chanting. The demoniacs of Baphomet aimed to keep you lost and insane forever. But you’re used to killing cultists of Baphomet, no matter how demonic, so you managed to snicker-snack your way to freedom.
The last demoniac screamed of Hepzamirah, a chosen of Baphomet leading them to destroy the nation of Mendev. She must know your way home, so it’s time to pay her a visit.
Oh, wait. You still need to give Jibbli the boot.
Reward
For the rest of the Adventure Path, when setting up each scenario, you may temporarily replace a blessing in your deck with a blessing that has the Corrupted trait from the game box. At the end of each scenario, return that blessing to the game box.
I'll try to compile a list of these tomorrow and post them in the Discussion thread and/or Loot Tracker sheet.
Boon Roll
Roll 1d20 in the discussion thread for a chance to win the following boon; 1 or 20 wins.
☐ ☐ ☐ ☐ Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Acquired Cards
Blessing of Abraxas (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Deskari (Blessing 1)
Blessing of Iomedae (Blessing B) x2
Blessing of Nethys (Blessing 2)
Blessing of Pulura (Blessing B)
Blessing of Shax (Blessing B)
Blessing of Torag (Blessing B)
Bloodscent (Spell 1)
Ghost Wolf (Spell 4)
Mirror Image (Spell B)
Mist Horn (Item 1)
Pure Holy Water (Item 3)
Skitter (Spell B)
Steal Soul (Spell 3)
Unearthly Aim (Spell 2)
Wolverine (Ally 1)
1x Spell 4
1x Spell 3
1x Spell 2
1x Spell 1
2x Spell B
1x Item 3
1x Item 1
1x Ally 1
1x Blessing 2
1x Blessing 1
7x Blessing B

Ukuja - Yewstance |

Quote:but the villain will not escape as the encounter will not resolve due to the move.Nothing makes an encounter end if you move during it. You'd still have to fight the villain. If you succeed, you still close the villain's location (even though you aren't there) and process its escape. Nothing in the rulebook forbids that from happening.
I was aware that the encounter did not end, but I'd clearly conflated the rules about moving mid-encounter with ending your turn mid-encounter, based on re-reading the rulebook. Interesting. Thanks for the correction; good to know it was a lot easier than I was making it out to being.
And thank god for the scenario reward. I've been starved for replacing my AD0/AD1 blessings for a good chunk of the Adventure PATH by now.

BR skizzerz |

1-4C: Madness Takes Its Toll
You have not enjoyed your time in the Abyss. Drawn in through a rift, you confronted the blazing protector Shamira, who ran you out of the demonic city of Alushinyrra. Then you crashed through a portal and fell into the River Styx, a most awful experience. Coming ashore, you met a demonling who informed you of a mighty dragon named Melazmera and the fallen angel lord of this realm, the Defiled One.
Neither one was particularly easy to fight off, but you managed. Both the dragon and the headless angel remained to torment the beings of this realm, but you survived. Now you’re heading to blighted lands on the isle of Colyphyr. Perhaps by going further into the darkness, you might find the exit from the Abyss. You’ve had worse ideas, anyway.
Ahead lies the citadel of the priestess Hepzamirah, the daughter of the demon lord Baphomet. The goat god rules another realm of these Abyssal lands, and his demoniac priests are everywhere. Yet here on the isle, even the priests seem to have forsaken this place. It is a profoundly off-putting environment, troubled by wafting miasmas and roiling pools of acid. Many things live here, but none of them seem friendly.
The most offensive places are in the mines. From inside these gaping chasms comes a brain-melting spiral of gases. You can feel the gas drilling holes in your mind. It seems to be interacting with the aftereffects of your bath in the River Styx. You’ll have to be especially alert to get through this realm.
The worst aspect is the loud buzzing coming out of the mines. In mere moments, the creatures making that buzzing sound begin soaring out of the mines. Safety and sanity are far behind you now. Surrounded by swarms of demonic insects, you must prepare for the vescavors’ insane onslaught.

BR skizzerz |

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: All damage dealt by villains and henchmen is Poison damage.
After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
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.
Hepzamirah (Villain)
Villain 4
Type: Monster
Traits: Outsider Giant Cleric Mythic
To Defeat: Combat 34 THEN Combat 30
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.
Vescavor Swarm (Henchman)
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.
Banner of Valor (Loot)
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Fiendsplitter (Loot)
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)
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Scale of Disguise (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Scale of Sacred Weaponry (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.
Soulshear (Loot)
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.
Spherewalker Staff (Loot for Amaryllis and Ukuja)
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)
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.
Transmogrify (Loot)
Loot 4
Type: Spell
Traits: Magic Arcane Divine Attack
When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.
Vulture Demon (Servitor 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.
Ash Giant Thug (Summon)
Henchman 4
Type: Monster
Traits: Giant Barbarian
To Defeat: Combat 27 OR Arcane Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem.
Brimorak (Summon)
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)
Henchman B
Type: Monster
Traits: Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Baphomet (Summon)
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Derakni (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 13
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Minotaur (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Tree (Summon)
Henchman B
Type: Monster
Traits: Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Harvester (Summon)
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.
Lust Demon (Summon)
Henchman 4
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 20
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.
Ivory Templar (Summon)
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)
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)
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)
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.
Valais Durant (Cohort)
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.
Mythic Archmage (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Mythic Hierophant (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Redemption Card
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
- Amulet of the Abyss
- Anarchy Hammer
- Black Robe
- Blackaxe
- Book of the Damned
- Corroded Helm
- Fasciculus Labyrinthum
- Ghoul Hide
- Helm of the Serpent King
- Horns of Naraga
- Lexicon of Paradox
- Monkey's Paw
- Nahyndrian Elixer
- Robe of the Rifts
- Rod of the Viper
- Skinstitcher's Manual
- Soulshear
- Stalker's Crossbow
- Traitor's Blade
- Unholy Aspergillum +3
Turn: 1 Erasmus/Greenclaw
Blessings Remaining: 30
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.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Grinder (Normal Side)
At This Location (Normal): Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
Grinder (Abyssal Side)
Traits: Abyssal
At This Location (Abyssal): The difficulty to defeat a bane is increased by 5. If you defeat a bane, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Qlippoth Runestone
Traits: Abyssal
At This Location (Open): After you explore, succeed at a Wisdom 9 check or move to a random other location.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: The difficulty of any check against a villain at any location is decreased by 3.
M: 4 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Locust Shrine
Traits: Abyssal
At This Location (Open): When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 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.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Ukuja - Yewstance |

Ukuja chooses to start with the Hunter Class Deck Cohorts Pygmy Ankylosaur and White Tiger.
Ukuja will start at Erasmus' Location, in case I start off with cards that support players at my location.
Ukuja chooses Weapon as his Favored Card Type.
Hand: Stone Axe +1, Elk, Verdant Rager, Javelin of Lightning, Snow Leopard, Blessing of the Ancients, Blessing of the Ancients 2, Call Animal, Pygmy Ankylosaur, White Tiger,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings are free to use.
Snow Leopard is free to use.
Call Animal is free to use.At the start of the first turn, Ukuja will display his Hunter cohorts, as usual.
Mythic Charges: 4
Dexterity d10 [X] +1 [X] +2 [X] +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 [X] 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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Acrobatics: Dexterity +2.
While displayed, after you explore, if you did not encounter a monster, you may move.
While displayed, you may put this card on top your deck to add 1d6 to your combat check, or 2d6 if you have a role card.

Amaryllis - Void_Eagle |
Amaryllis will start at the Grinder.
Hand: Blessing of Pharasma 2, Mist Horn, Blessing of the Spellbound 3, Bound Elemental, Surgeon, Blessing of the Gods 1, Sphere of Fire,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Any of the blessings are available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [X] +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.
[X] 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.
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.

Erasmus by Greenclaw |

Sorry for the delay in posting. Has been a busy start to the week.
Erasmus will start at Qlippoth Runestone
Hand: Sign of the Lantern Bearer, Starbow, Blessing of Sarenrae, Volcanic Storm, Sign of the Rider, Blessing of Shax, Spirit Relatives,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+2 [X]+3
Arcane: Charisma +1
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
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) ([ ] 2 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.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

BR skizzerz |

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: All damage dealt by villains and henchmen is Poison damage.
After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
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.
Hepzamirah (Villain)
Villain 4
Type: Monster
Traits: Outsider Giant Cleric Mythic
To Defeat: Combat 34 THEN Combat 30
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.
Vescavor Swarm (Henchman)
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.
Banner of Valor (Loot)
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Fiendsplitter (Loot)
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)
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Scale of Disguise (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Scale of Sacred Weaponry (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.
Soulshear (Loot)
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.
Spherewalker Staff (Loot for Amaryllis and Ukuja)
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)
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.
Transmogrify (Loot)
Loot 4
Type: Spell
Traits: Magic Arcane Divine Attack
When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.
Vulture Demon (Servitor 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.
Ash Giant Thug (Summon)
Henchman 4
Type: Monster
Traits: Giant Barbarian
To Defeat: Combat 27 OR Arcane Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem.
Brimorak (Summon)
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)
Henchman B
Type: Monster
Traits: Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Baphomet (Summon)
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Derakni (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 13
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Minotaur (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Tree (Summon)
Henchman B
Type: Monster
Traits: Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Harvester (Summon)
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.
Lust Demon (Summon)
Henchman 4
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 20
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.
Ivory Templar (Summon)
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)
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)
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)
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.
Valais Durant (Cohort)
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.
Mythic Archmage (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Mythic Hierophant (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Redemption Card
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
- Amulet of the Abyss
- Anarchy Hammer
- Black Robe
- Blackaxe
- Book of the Damned
- Corroded Helm
- Fasciculus Labyrinthum
- Ghoul Hide
- Helm of the Serpent King
- Horns of Naraga
- Lexicon of Paradox
- Monkey's Paw
- Nahyndrian Elixer
- Robe of the Rifts
- Rod of the Viper
- Skinstitcher's Manual
- Soulshear
- Stalker's Crossbow
- Traitor's Blade
- Unholy Aspergillum +3
Monster 1
Monster 3
Traits: Construct Vermin
To Defeat: Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos.
Monster 2
Monster B
Traits: Outsider Undead Demon
To Defeat: Combat 10
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids.
Monster 3
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 4
Monster 2
Traits: Half-Elf Cultist Ranger
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order.
Monster 5
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.
Barrier 1
Barrier 3
Traits: Temptation
To Defeat: None
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.
Barrier 2
Barrier 2
Traits: Temptation Demon Corrupted
To Defeat: None
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Barrier 3
Barrier 2
Traits: Trap Arcane Magic
To Defeat: Arcane Divine 12 OR Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Barrier 4
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 5
Barrier 4
Traits: Trap Magic Arcane Mythic
To Defeat: Arcane Divine 17 OR Intelligence Knowledge Stealth 14
Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.
Weapon 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 2
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
To Acquire: Strength Melee 9 OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.
Weapon 3
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Weapon 4
Weapon 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon 4
Traits: Scizore Shield Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Spell 1
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 2
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.
Spell 3
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Spell 4
Spell 2
Traits: Magic Arcane Divine Attack Veteran
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.
Spell 5
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 8
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.
Armor 1
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Armor 2
Armor 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 3
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
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 5
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.
Item 1
Item 4
Traits: Accessory Magic Attack Veteran
To Acquire: Charisma Divine 13
For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.
Item 2
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.
Item 3
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 4
Item 1
Traits: Liquid Alchemical Elite
To Acquire: Intelligence Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Item 5
Item 3
Traits: Arrow Piercing Ranged Magic Mythic
To Acquire: Dexterity Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Ally 1
Ally 2
Traits: Human Hireling
To Acquire: Intelligence Knowledge Charisma Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Ally 3
Ally B
Traits: Human Hireling
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 4
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 5
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Blessing 1
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
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard 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
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Turn: 1 Erasmus/Greenclaw
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 29
Blessings Deck Card 2 - Turn 2 Amaryllis/Void_Eagle
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Ukuja/Yewstance
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 4 - Turn 4 Erasmus/Greenclaw
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 5 - Turn 5 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 6 - Turn 6 Ukuja/Yewstance
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 7 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 9 - Turn 9 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 10 - Turn 10 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Amaryllis/Void_Eagle
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 12 - Turn 12 Ukuja/Yewstance
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 14 - Turn 14 Amaryllis/Void_Eagle
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 15 - Turn 15 Ukuja/Yewstance
Blessing B
Traits: Divine Pulura
To Acquire: Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to 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 17 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 18 - Turn 18 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 19 - Turn 19 Erasmus/Greenclaw
Blessing B
Traits: Divine 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 20 - Turn 20 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 21 - Turn 21 Ukuja/Yewstance
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Erasmus/Greenclaw
Blessing B
Traits: Divine Abraxas Corrupted
To Acquire: Arcane 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 23 - Turn 23 Amaryllis/Void_Eagle
Blessing 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 24 Ukuja/Yewstance
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 26 - Turn 26 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 27 - Turn 27 Ukuja/Yewstance
Blessing 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 28 - Turn 28 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 29 - Turn 29 Amaryllis/Void_Eagle
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 30 - Turn 30 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
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.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 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.
If 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.
Villain 4
Type: Monster
Traits: Outsider Giant Cleric Mythic
To Defeat: Combat 34 THEN Combat 30
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
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.
Ally 4
Traits: Human Warrior
To Acquire: Strength Melee 12 THEN Charisma Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
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.
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
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.
Grinder (Normal Side)
At This Location (Normal): Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
Grinder (Abyssal Side)
Traits: Abyssal
At This Location (Abyssal): The difficulty to defeat a bane is increased by 5. If you defeat a bane, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.
Item 4
Traits: Accessory Magic
To Acquire: Strength Melee 11
If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.
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.
Monster 4
Traits: Demon Curse
To Defeat: Combat 22
The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.
Barrier 1
Traits: Trap Poison Elite
To Defeat: None
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
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.
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.
If 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.
Qlippoth Runestone
Traits: Abyssal
At This Location (Open): After you explore, succeed at a Wisdom 9 check or move to a random other location.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: The difficulty of any check against a villain at any location is decreased by 3.
At This Location (Closed): The difficulty of any check against a villain at any location is decreased by 3.
M: 4 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw, Ukuja/Yewstance
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.
Monster 3
Traits: Undead
To Defeat: Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things.
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.
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.
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.
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.
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.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
Monster 1
Traits: Plant
To Defeat: Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.
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.
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.
Locust Shrine
Traits: Abyssal
At This Location (Open): When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
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.
Monster 4
Traits: Outsider Demon
To Defeat: Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries.
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.
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.
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.
Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
Barrier 3
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
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.
Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
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.
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
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.
Location: When you encounter a bane, you may not play allies on your checks.
Item 3
Traits: Book Magic
To Acquire: Intelligence Wisdom Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
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.
Ally 4
Traits: Human Aristocrat
To Acquire: Charisma Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
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 encounter a bane, you may not play allies on your checks.
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.
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.
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Location: When you encounter a bane, you may not play allies on your checks.
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.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When you encounter a bane, you may not play allies on your checks.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales.
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Location: When you encounter a bane, you may not play allies on your checks.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

Erasmus by Greenclaw |

Start of Turn: Recharge Volcanic Storm to add +3 to all checks this turn.
NB: Auto succeed all 'At this location' Wisdom checks at +9 on the rolls.
Explore Qlippoth Runestone
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.
Wisdom 12: 1d8 + 3 + 4 + 3 ⇒ (5) + 3 + 4 + 3 = 15 Acquired!
Trying to block out the incessant buzzing sound becoming ever louder and louder, Erasmus presses ahead trying to clear a way to escape. Beside a large runestone carved with abyssal writings and emitting an aura of evil, the medium is surprised to find a vial of holy water. Possibly the last thing he'd expect to find in a realm such as this, he nevertheless tucks it into his belt.
Discard Sign of the Rider to explore again.
Monster 3
Traits: Undead
To Defeat: Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things.
Display Spirit Relatives. Place marker on Baylock
Reveal Starbow
Combat (Dexterity) 19: 1d8 + 3 + 1d6 + 3 + 1d6 + 4 + 3 ⇒ (8) + 3 + (5) + 3 + (4) + 4 + 3 = 30 Defeated!
A vile undead creature shambles towards Erasmus, emanating a feeling of utter sadness and deep despair. The medium expertly deals with the monster with a perfectly aimed arrow through its right eye. "Some people might say that you're getting better with the bow than even I was." Baylock applauds his little brother from inside his head. "I'm not one of those people, mind you...but some with less knowledge of the finer points of archery might hold that opinion."
Discard Sign of the Lantern Bearer to explore again.
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.
Much preferring his ranged weapons to a clumsy mace, Erasmus leaves the cold iron weapon in the dead hands of the now completely lifeless monster.
End Turn. Reset Hand.
Hand: Byzantine Lexicon, Starbow, Blessing of Sarenrae, Pure Holy Water, Banner of Valor, Blessing of Shax,
Displayed: Spirit Relatives (Baylock),
Deck: 11 Discard: 2 Buried: 0
Notes: Use blessing or signs as needed. Display Banner of Valor at a location as you see fit. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+2 [X]+3
Arcane: Charisma +1
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
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) ([ ] 2 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.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

Amaryllis - Void_Eagle |
Had a post all typed up and ready to go, but my browser failed me and I lost it. I'll try to get it typed up tonight.
But in the meantime, two questions for the BR: 1) Does the damage from defeating a henchman/villain comes from the monster, or from the scenario? I'm assuming it comes from the scenario, but want to make sure. And 2) Does the damage from defeating a henchman/villain also apply to summoned henchman? I'm assuming it does, but it hasn't been auto-added to the them in the list "Summons" list.

BR skizzerz |

1) From the scenario
2) Yes, applies to summons as well. I don’t annotate the summons list currently because it stays the same across scenarios and I can guarantee I’ll forget to undo or apply new changes when the scenario switches. (There is sadly nothing automatic about the reminder text; I go spoiler-by-spoiler and paste in the powers that apply to that particular card)

Amaryllis - Void_Eagle |
All good, those are both about what I thought, and how I treated them when I originally typed this up. But figured that, since I have the opportunity to ask, might as well.
Amaryllis starts her turn.
Blessing of the Starsong discarded from the Blessings Deck.
Amaryllis stays at the Grinder (Normal Side), and takes her free exploration.
Type: Monster
Traits: Outsider Vermin Swarm Veteran
To Defeat: Combat 11
The Vescavor 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 number, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.
Displayig Sphere of Fire, and using it for the combat check. Since it has the attack trait, adding an additional d8
Combat (Arcane) 11 (19 to close): 1d12 + 4 + 2 + 4 + 1d6 + 1d8 ⇒ (10) + 4 + 2 + 4 + (3) + (6) = 29 -> Defeated, and by enough to attempt the close check. Discarding Bound Elemental for the 1 poison damage. Then summoning the Ash Giant Thug to attempt to close.
Type: Monster
Traits: Giant Barbarian
To Defeat: Combat 27 OR Arcane Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem.
Using Sphere of Fire for the combat check, and discarding it for an additional d6. Also recharging BotSpellbound for an additional die.
Combat (Arcane) 27: 2d12 + 4 + 2 + 4 + 2d6 ⇒ (2, 11) + 4 + 2 + 4 + (4, 6) = 33 -> Defeated, and location closed. Discarding BoPharasma for the 1 poison damage. Auto-recharge Sphere of Fire (d12+10 vs 9). On closing banish Grinder and move to Qlippoth Runestone .
Revealing the Surgeon to heal a random card (BoPharasma), then recharging Surgeon
Exploring the section of the mine know as the Grinder, Amaryllis comes across a swarm of the tiny, ravenous insects. Summoning forth a ball of fire, she quickly burns them to nothing. Unfortunately, the commotion has attracted the attention of a nearby giant, who comes to investigate. Amaryllis sends the ball towards the giant and causes it to implode on him, burning him to ash. Disoriented by quantities of gas inhaled during the battle, she wanders away, coming to her senses only to realize she's ended up at some sort of runestone. She takes a minute to orient herself, and her ever-present healer companion gives her some sort of potion to help off-set the damage caused by the noxious gas.
Amaryllis ends her turn and resets her hand.
Hand: Blessing of Pharasma 2, Mist Horn, Cleric of Nethys, Volcanic Storm, Black Robe, Blessing of the Gods 1, Sphere of Fire,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Any of the blessings are available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [X] +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.
[X] 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.
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.
BR:It doesn't specify a random location, so I'm assuming I can pick the location I move to when I close Grinder. If this is not correct, move me to whichever location.

Ukuja - Yewstance |

Cold Iron Mace +1 typo; it look like: "For your combat check, reveal this card to use your Strength or Melee skill + 1d1". That's both clearly wrong, but it's not even 1d10 or 1d12, since Maces should just be doing 1d8s in PACG.
==========================
Ukuja starts his turn.
Blessing of Baphomet discarded from the blessings deck.
Ukuja moves to the Wounded Lands and takes his free exploration.
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.
Location: When you encounter a bane, you may not play allies on your checks.
Ukuja discards Snow Leopard to explore again.
Item 3
Traits: Book Magic
To Acquire: Intelligence Wisdom Charisma 13
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.
Item 4
Traits: Accessory Magic Attack Veteran
To Acquire: Charisma Divine 13
For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.
Divine 13: 2d10 + 5 + 4 ⇒ (3, 8) + 5 + 4 = 20 -> Boomcrown acquired.
Ukuja discards Blessing of the Ancients to examine the top card of his location...
Wounded Lands Card 3: Corrosive Dagger +1
Then explores his location with the Blessing of the Ancients' power.
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.
Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
Ally 4
Traits: Human Aristocrat
To Acquire: Charisma Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
Requesting that Amaryllis discard Blessing of the Gods to add a die.
After adding his number of Mythic Charges (4) to his Charisma check, Ukuja expends a Mythic Charge to replace his highest die with a 1d20.
Charisma 9: 1d20 + 1d4 + 4 ⇒ (3) + (4) + 4 = 11 -> Hah! My d20 rolled lower than my d4; thanks for the Blessing. Merchant Lord acquired. From spending a Mythic Charge to Mythic Hierophant, Ukuja selectively shuffles Elk from his discard pile into his deck, clearing his recharged pile.
Ukuja sets aside Call Animal to search and draw Elk from his deck. Recharged pile cleared.
Call Animal is recharged automatically.
Ukuja discards Elk to explore again, adding 1d6 to Wisdom and Dexterity checks during this exploration.
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.
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 B
Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite
To Acquire: Strength Melee 9 OR Acrobatics 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Regardless of how much damage I take, Ukuja will place Pygmy Ankylosaur on top of his deck to reduce damage taken to 0.
Temptation of Arms banished.
Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.
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.
And due to my topdecked Ankylosaur, I know I have 11 cards in deck, so you know what this means! (Shame about the BYA damage first...)
BYA: Ranged Combat Damage: 1d4 - 1 ⇒ (3) - 1 = 2 -> Ukuja discards Corrosive Dagger +1 and Quarterstaff of Vaulting to damage.
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.
Verdant Rager adds 1d6.
Ukuja banishes Gift of Shamira to add 1d20 to the check, and draws 1d10+1 cards...
Gift of Shamira: Card Draw: 1d10 + 1 ⇒ (6) + 1 = 7 -> Ukuja draws 7 cards.
Combat 19 (Verdant Rager, Gift of Shamira): 1d10 + 7 + 3 + 1d6 + 1 + 1d6 + 1d20 ⇒ (1) + 7 + 3 + (5) + 1 + (6) + (15) = 38 -> Mongrel Ranger defeated.
After drawing 7 cards, this is Ukuja's new hand state...
Hand: Stone Axe +1, Javelin of Lightning, Boomcrown, Merchant Lord, Pygmy Ankylosaur, Leshykineticist, Cauterize, Charm Animal, Angelstep, Wendifisa Spear, Snapping Flytrap, Aspect of the Bull,
Displayed: White Tiger,
Deck: 4 Discard: 7 Buried: 0
Notes: Heh.
Mythic Charges: 3
Ukuja displays Aspect of the Bull.
Ukuja displays Pygmy Ankylosaur.Ukuja buries Charm Animal to draw the Random Animal Ally: Bat.
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Ukuja discards Bat to explore again, adding 1d4 to his first Ranged and Survival checks during this exploration.
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.
Ukuja did not encounter a monster, and so after the exploration he uses White Tiger's power to move to the Locust Shrine.
Ukuja recharges Leshykineticist and discards Boomcrown to its power to explore again.
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.
Ukuja discards Demon Hunter to explore again, adding 1d6 to checks against demons during this exploration.
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ukuja discards Merchant Lord to explore again.
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.
Combat/Survival : 1d10 + 7 + 3 + 1d6 + 1 + 2d6 ⇒ (6) + 7 + 3 + (1) + 1 + (5, 2) = 25 -> Pass.
Berbalang defeated.
Ukuja reveals Angelstep to heal himself.
Angelstep: 1d4 + 1 ⇒ (1) + 1 = 2 -> Ukuja shuffles 2 random cards (Boomcrown, Verdant Rager) into his deck. Recharged pile cleared.
Angelstep is auto recharged with Survival.
Ukuja buries Snapping Flytrap to search and draw Angelstep, Leshykineticist and Verdant Ranger from his deck, shuffling it.
Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.
Monster 4
Traits: Outsider Demon
To Defeat: Combat 26
The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Requesting Erasmus display Banner of Valor at the Locust Shrine.
BYA Wisdom 12: 1d10 + 4 + 3 + 1d6 ⇒ (2) + 4 + 3 + (6) = 15 -> Thanks Erasmus! No effect.
Ukuja reveals Wendifisa Spear for combat.
Banner of Valor adds 1d6. Verdant Rager adds 1d6.
Ukuja places White Tiger on top of his deck to add 2d6 to his combat check.
Combat/Survival 26: 1d10 + 7 + 3 + 1d12 + 1 + 1d6 + 1d6 + 2d6 ⇒ (4) + 7 + 3 + (5) + 1 + (3) + (5) + (2, 1) = 31 -> Horned Demon defeated.
Ukuja recharges Leshykineticist and discards Good Omen to its power to explore again.
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.
Come to think of it, we were gone so long I completely forgot to add in my Blessing of Deskari 'loot'. Shoot, I'll do that next scenario.
Ukuja discards Blessing of Deskari to explore again.
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Ukuja sets aside Javelin of Lightning (for its banish effect) for combat.
It's, uh, banished by the monster's effect. Since monsters overrule boons, I'm pretty sure I can't attempt to recharge it - not a problem, but something I'll look for clarity on later.
Combat/Ranged 11/19: 1d10 + 5 + 6d6 + 3 ⇒ (8) + 5 + (4, 1, 1, 3, 4, 1) + 3 = 30 -> Pass.
Vescavor Swarm defeated.
Scenario: Ukuja takes 1 Poison damage, but it's reduced to 0 by Pygmy Ankylosaur.
Ukuja attempts to close the Locust Shrine...
Request that Erasmus discard Blessing of Sarenrae to add a die.
Dexterity 11: 2d10 + 4 ⇒ (5, 8) + 4 = 17 -> Locust Shrine closed.
Erasmus draws Banner of Valor back.
Ukuja reveals Angelstep to heal himself.
Angelstep: 1d4 + 1 ⇒ (2) + 1 = 3 -> Ukuja shuffles 3 random cards (Merchant Lord, Quarterstaff of Vaulting, Blessing of Deskari) into his deck. Recharged pile cleared.
Angelstep is auto recharged with Survival.
Ukuja sets aside Cauterize to heal himself. Ukuja discards Wendifisa Spear (his hand is now empty) to Cauterize's power
Cauterize: 1d4 + 1 ⇒ (1) + 1 = 2 -> Aw man, all 3 of my heals this turn were 1s and 2s on the dice. Ukuja shuffles the following 2 selected cards from his discard pile into his deck: (Verdant Rager, Wendifisa Spear).
Recharge pile cleared.
Divine 11: 1d10 + 5 + 3 ⇒ (8) + 5 + 3 = 16 -> Cauterize recharged.
Ukuja ends his turn, randomly recharging the animal Snow Leopard from his discard pile from his power.
As always, Ukuja's end-of-turn examination power was a wasted power feat - I'm at a closed location anyway.
Ukuja resets his hand.
Flavour in a separate post later, maybe; not sure.
"
Hand: Call Animal, Quarterstaff of Vaulting, Blessing of the Gods, Blessing of Milani, Verdant Rager, Leshykineticist, Angelstep, Boomcrown,
Displayed: Aspect of the Bull, Pygmy Ankylosaur,
Deck: 7 Discard: 8 Buried: 2
Notes: Not the best hand reset, but I'm not complaining.Blessing of Milani is free to use. Ukuja will discard BotG himself to refill his Mythic Charges once an Ascension is flipped as the hour.
Angelstep is available for a heal, just let me know if you want it.
Mythic Charges: 3
Dexterity d10 [X] +1 [X] +2 [X] +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 [X] 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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Acrobatics: Dexterity +2.
While displayed, after you explore, if you did not encounter a monster, you may move.
While displayed, you may put this card on top your deck to add 1d6 to your combat check, or 2d6 if you have a role card.
TURN SUMMARY:
I took 13 explorations that turn. I also healed myself 3 times, but pretty much minimum amounts every time.
Quick Rules Question - the Vescavor Swarm prevents me from recharging my Javelin of Lighting when I banish it for a combat check, I presume, right?

BR skizzerz |

Since monsters overrule boons, ...
Banes and boons have the same precedence; neither overrule the other. The ordering is Adventure Path > Adventure > Scenario > Location > Support Cards > Characters > Everything Else (keep in mind that cohorts are technically support cards).
Quick Rules Question - the Vescavor Swarm prevents me from recharging my Javelin of Lighting when I banish it for a combat check, I presume, right?
While flavor-wise that makes complete sense, the rules support the opposite reading: you still get the recharge check. All Vescavor Swarm does is turn the "cost" of playing the card into a banish. For the javelin case, the cost was already a banish, so the swarm does nothing extra. It doesn't negate any recovery power on the card, because it doesn't say that it does that.

BR skizzerz |

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: All damage dealt by villains and henchmen is Poison damage.
After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
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.
Hepzamirah (Villain)
Villain 4
Type: Monster
Traits: Outsider Giant Cleric Mythic
To Defeat: Combat 34 THEN Combat 30
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.
Vescavor Swarm (Henchman)
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.
Banner of Valor (Loot)
Loot 2
Type: Item
Traits: Object Magic Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.
Black Robe (Loot)
Loot 3
Type: Item
Traits: Accessory Magic Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Fiendsplitter (Loot)
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)
Loot B
Type: Item
Traits: Object Divine Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Scale of Disguise (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Scale of Sacred Weaponry (Loot)
Loot 1
Type: Item
Traits: Object Magic Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.
Soulshear (Loot)
Loot 2
Type: Weapon
Traits: Polearm Melee Slashing 2-Handed Magic Corrupted
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.
Spherewalker Staff (Loot for Amaryllis and Ukuja)
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)
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.
Transmogrify (Loot)
Loot 4
Type: Spell
Traits: Magic Arcane Divine Attack
When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.
Vulture Demon (Servitor 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.
Ash Giant Thug (Summon)
Henchman 4
Type: Monster
Traits: Giant Barbarian
To Defeat: Combat 27 OR Arcane Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem.
Brimorak (Summon)
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)
Henchman B
Type: Monster
Traits: Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Baphomet (Summon)
Henchman B
Type: Monster
Traits: Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Derakni (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 13
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Minotaur (Summon)
Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Tree (Summon)
Henchman B
Type: Monster
Traits: Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Harvester (Summon)
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.
Lust Demon (Summon)
Henchman 4
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 20
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.
Ivory Templar (Summon)
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)
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)
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)
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.
Valais Durant (Cohort)
Cohort P
Traits: Outsider Arcane Eidolon Veteran
If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 Fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.
Mythic Archmage (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Mythic Hierophant (Mythic Path)
Mythic Path B
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Redemption Card
Redemption B
After you redeem a boon, it no longer has the Corrupted trait.
- Amulet of the Abyss
- Anarchy Hammer
- Black Robe
- Blackaxe
- Book of the Damned
- Corroded Helm
- Fasciculus Labyrinthum
- Ghoul Hide
- Helm of the Serpent King
- Horns of Naraga
- Lexicon of Paradox
- Monkey's Paw
- Nahyndrian Elixer
- Robe of the Rifts
- Rod of the Viper
- Skinstitcher's Manual
- Soulshear
- Stalker's Crossbow
- Traitor's Blade
- Unholy Aspergillum +3
Bat (Ally B)
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Blessing of Deskari (Blessing 1)
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Boomcrown (Item 4)
Item 4
Traits: Accessory Magic Attack Veteran
To Acquire: Charisma Divine 13
For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.
Corrosive Dagger +1 (Weapon B)
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.
Demon Hunter (Ally B)
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.
Good Omen (Spell B)
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Merchant Lord (Ally 4)
Ally 4
Traits: Human Aristocrat
To Acquire: Charisma Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
Pure Holy Water (Item 3)
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.
Quarterstaff of Vaulting (Weapon B)
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.
Monster 1
Monster 4
Traits: Ooze Aquatic
To Defeat: Combat 22 OR Dexterity 16
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase.
Monster 2
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 3
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 4
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.
Monster 5
Monster B
Traits: Pitborn Demon Rogue Elite
To Defeat: Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Barrier 1
Barrier B
Traits: Trap Magic Arcane Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Barrier 2
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character 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 3
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
Barrier 3
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Barrier 5
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.
Weapon 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 2
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 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.
Weapon 4
Weapon 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
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.
Spell 1
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 2
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 3
Spell 3
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Spell 4
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Spell 5
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.
Armor 1
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Armor 2
Armor 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
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 4
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
Armor 4
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 11
Recharge this card to ignore a non-villain monster's power that happens before you act.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Item 1
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 2
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 3
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 4
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.
Item 5
Item 2
Traits: Wand Attack Divine Magic
To Acquire: Wisdom Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
Ally 1
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 2
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Ally 3
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
Ally 1
Traits: Human Fighter
To Acquire: Charisma Diplomacy 7
Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.
Ally 5
Ally B
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 2
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing 3
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 4
Blessing B
Traits: Divine 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
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.
Turn: 4 Erasmus/Greenclaw
Top of Blessing Discard Pile:
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 Remaining: 26
Blessings Deck Card 5 - Turn 5 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 6 - Turn 6 Ukuja/Yewstance
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 7 Erasmus/Greenclaw
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 9 - Turn 9 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 10 - Turn 10 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11 - Turn 11 Amaryllis/Void_Eagle
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 12 - Turn 12 Ukuja/Yewstance
Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 14 - Turn 14 Amaryllis/Void_Eagle
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 15 - Turn 15 Ukuja/Yewstance
Blessing B
Traits: Divine Pulura
To Acquire: Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to 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 17 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Shax Corrupted
To Acquire: Combat 9 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 18 - Turn 18 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 19 - Turn 19 Erasmus/Greenclaw
Blessing B
Traits: Divine 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 20 - Turn 20 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 21 - Turn 21 Ukuja/Yewstance
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Erasmus/Greenclaw
Blessing B
Traits: Divine Abraxas Corrupted
To Acquire: Arcane 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 23 - Turn 23 Amaryllis/Void_Eagle
Blessing 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 24 Ukuja/Yewstance
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 26 - Turn 26 Amaryllis/Void_Eagle
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 27 - Turn 27 Ukuja/Yewstance
Blessing 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 28 - Turn 28 Erasmus/Greenclaw
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 29 - Turn 29 Amaryllis/Void_Eagle
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 30 - Turn 30 Ukuja/Yewstance
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
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.
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Monster 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.
If 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.
Villain 4
Type: Monster
Traits: Outsider Giant Cleric Mythic
To Defeat: Combat 34 THEN Combat 30
Damage dealt by Hepzamirah is dealt to each character at your location. During the encounter, any character at another location who plays a card or uses a power is dealt 1d4+1 Combat damage.
After the first check to defeat Hepzamirah, the character who attempted that check discards the top 1d4+1 cards of her deck.
If undefeated, each character at your location is moved to a random other location.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
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.
Ally 4
Traits: Human Warrior
To Acquire: Strength Melee 12 THEN Charisma Diplomacy 12
Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
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.
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
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.
Qlippoth Runestone
Traits: Abyssal
At This Location (Open): After you explore, succeed at a Wisdom 9 check or move to a random other location.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: The difficulty of any check against a villain at any location is decreased by 3.
At This Location (Closed): The difficulty of any check against a villain at any location is decreased by 3.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle, Erasmus/Greenclaw
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.
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.
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.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns.
Monster 1
Traits: Plant
To Defeat: Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses.
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.
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.
Locust Shrine
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: Ukuja/Yewstance
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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Location: When you encounter a bane, you may not play allies on your checks.
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.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When you encounter a bane, you may not play allies on your checks.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales.
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Location: When you encounter a bane, you may not play allies on your checks.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.

Ukuja - Yewstance |

Neat; to my surprise, I get a Javelin recharge check. (I was wrong about the 'overrule' thing because I'm just used to thinking of boons being overridden by everything else, not quite remembering that the same logic applies to monsters.)
Divine 14: 1d10 + 5 + 3 ⇒ (8) + 5 + 3 = 16 -> Javelin of Lightning recharged, though it would've been shuffled into my deck by my later healing.
This may have impacted my hand reset, so let's see. Before hand reset, I had 0 cards in hand and (with Javelin of Lightning considered) 14 unknown cards in deck. I draw up to my handsize of 8, so I'll roll a die - if the roll is 8 or less, then I'll replace my last drawn card (Boomcrown) with Javelin of Lightning.
Hand Reset retcon?: 1d14 ⇒ 12 -> No retcon needed.

Erasmus by Greenclaw |

Off Turn: Discard Blessing of Sarenrae on Ukuja's turn.
Recharge Blessing of Shax to add +3 to all checks this turn.
Explore Qlippoth Runestone
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 ⇒ (2, 2, 1) = 5
Two Vulture Demons for Erasmus. One for Amaryllis
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 Constitution 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.
Bury Pure Holy Water to move marker on Spirit Relatives to Nissa to gain Fortitude skill
Auto succeed at the BYA checks at Fortitude 2d6+7
Display Banner of Valor at the location.
Vulture 1: Reveal Starbow
Combat (Dexterity) 19: 1d8 + 3 + 1d6 + 3 + 3 + 1d8 ⇒ (7) + 3 + (4) + 3 + 3 + (1) = 21 Defeated!
Vulture 2: After BYA check, bury Byzantine Lexicton to move marker on Spirit Relatives back to Baylock
Combat (Dexterity) 19: 1d8 + 3 + 1d6 + 3 + 1d6 + 4 + 3 + 1d8 ⇒ (3) + 3 + (6) + 3 + (6) + 4 + 3 + (8) = 36 Defeated!
Erasmus turns to greet Amaryllis as she approaches the giant runestone that the medium was examining. Before any words leave his mouth, however, three giant demonic vultures swoop down out of the dark clouds. Erasmus has time to nock and release two arrows from his bow, sending two of the vile flying creatures down to the ground dead. The other heads straight for Amaryllis!
Erasmus will be ending his turn here after Amaryllis has dealt with her Vulture Demon
Banner of Valor is displayed at the location.

Amaryllis - Void_Eagle |
Off-turn, discard BotGods for Ukuja's check.
Off-turn, encounter Vulture Demon from Erasmus's barrier.
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 Constitution 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.
Displaying Sphere of Fire, and using it for the combat. Banner of Valor also gives an additional d8.
Combat (Arcane) 19: 1d12 + 4 + 2 + 4 + 1d6 + 1d8 ⇒ (11) + 4 + 2 + 4 + (5) + (6) = 32 -> Defeated, and revealing the Black Robe to prevent the poison damage. Also revealing it to prevent the poison damage from both of Erasmus's combats. Since all three were defeated, the barrier is defeated.
Since Erasmus is ending his turn, taking my next turn.
-----
Amaryllis starts her turn.
Blessing of Ascension discarded from the Blessings Deck.
Amaryllis stays at the Qlippoth Runestone, and takes her free exploration.
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 elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
[ooc[Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.[/ooc]
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.
Using the Sphere of Fire for the combat check, discarding the BoPharasma for two additional dice, and adding a d8 since it has the attack trait.
Combat (Arcane) 11/18: 3d12 + 4 + 2 + 4 + 1d6 + 1d8 ⇒ (1, 2, 9) + 4 + 2 + 4 + (2) + (1) = 25 -> Defeated, and by enough to attempt to close. Revealing the Black Robe first to prevent the poison damage.
Fortitude 9: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7 -> Failed. But recharging Cleric of Nethys to add 2 to the roll, making this a 9 - Closed!
Not sure if I move to a random location or not. I'm assuming no, since the locations power no longer applies after it's closed, but not 100% sure. BR: If I do move to a random location, just pick one.
Caught off-guard by the attacking demons, Amaryllis watches Erasmus take down two before she can react. Recovering from her surprise, she summons forth a ball of fire to destroy the foul beast. As the ashes fall to the ground, she hears the familiar buzzing, and spots another swarm of winged vermin flying towards her. Familiar with these already, she sends the flaming ball at the swarm and quickly destroys it.
Amaryllis ends her turn, recharges the Sphere of Fire (d12+10 vs 9), and resets her hand.
Hand: Pyrotechnic Blast, Mist Horn, Binder's Tome, Volcanic Storm, Black Robe, Blessing of the Spellbound 2, Vampire Bat,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: The blessings is available if needed.
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [X] +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.
[X] 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.
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.

Erasmus by Greenclaw |

Damn! I missed the scenario effect of the poison damage. That may affect Erasmus' turn. I'll need to go back and review that with a possible retcon for at least the 2nd combat.

Erasmus by Greenclaw |

OK, going to need to discard Byzantine Lexicon as damage after the first demon. Therefore won't be able to bury it to switch the Spirit Relatives marker to Baylock. Will discard Starbow instead for an extra 1d8 instead of the 1d6+4 that Baylock would provide. Based on above rolls, that would be an auto success. Hand empty after second combat so no further cards to discard for damage.
Unless it's recommended I redo the rolls, I'll just update my hand.
Hand: Crystal Mail, Harrowed Society Student, Transmogrify, Talisman Crafter, Mind's Eye Blade, Anathemic Volume,
Displayed: Spirit Relatives (Nissa), Banner of Valor,
Deck: 6 Discard: 5 Buried: 1
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [X]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d6 [X]+1 [X]+2
Perception: Wisdom +3
Charisma d8 [X]+1 [X]+2 [X]+3
Arcane: Charisma +1
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
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) ([ ] 2 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.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.

Ukuja - Yewstance |

Amaryllis manages to avoid 4 straight points of Poison damage by re-revealing her Black Robe over 4 defeated henchmen - nice! Note you can also reveal it on your combat check (since I note you didn't add the +2 against the Vulture Demon or Vescavor Swarm from it) - it's in a different phase/step than the damage dealt on defeat, which is in 'resolve the encounter'.
However, it seems Amaryllis didn't make the Con/Fort 9 check before using an Attack spell (Sphere of Fire) against the Vulture Demon, so she should try to make that check, and retcon her turn further if it fails. Note she gets an extra +1d8 because it's still a check against a Demon, and Banner of Valor is displayed.
(Assuming Amaryllis fixed everything up fine, Banner of Valor is returned to Erasmus' hand and he takes 1 Poison Damage from the Vescavor Swarm being defeated.)

Erasmus by Greenclaw |

Erasmus will discard the Crystal Mail for the Poison damage assuming Amaryllis gets us back to that spot.

Amaryllis - Void_Eagle |
You're right, I completely missed the Con/Fort check. I wasn't sure about using the Black Robe twice, once during the check and once for the damage, so I just avoided the issue altogether. Nice to know I can do both in the future, though.
BYA Vulture Demon check. Adding an additional d8 from the Banner of Valor.
Fortitude 9: 1d8 + 1 + 2 + 1d8 ⇒ (3) + 1 + 2 + (6) = 12 -> Passed, so no retcon needed.

Ukuja - Yewstance |

Also, I think Erasmus missed a check against Qlippoth Runestone to see if he moves or not after his exploration (unless he just autopassed or something and I didn't realize it). That might also have saved him the damage from Amaryllis' turn.
Off-Turn: On Amaryllis' turn, Ukuja discards Blessing of the Gods (mimicking Blessing of Ascension) to gain a Mythic Charge (now 4).
Ukuja starts his turn.
Blessing of Nethys discarded from the blessings deck.
Ukuja sets aside Call Animal to search and draw White Tiger from his deck. Recharged pile cleared.
Call Animal is recharged automatically.
Ukuja displays White Tiger.
Ukuja moves to the Abyssal River and takes his free exploration.
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
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.
Not much point in attempting to fight, here.
I'll reveal Quarterstaff of Vaulting for combat, and Aspect of the Bull adds a die, I suppose.
Strength/Combat 20 (Aspect of the Bull): 2d6 + 1 + 1d6 ⇒ (1, 2) + 1 + (3) = 7 -> Mist Horror deals 17 Poison Damage to Ukuja, but Ukuja reloads Pygmy Ankylosaur to reduce the damage taken to 0.
AYA Mist Horror moves: 1d2 ⇒ 1 -> Mist Horror is shuffled back into the Abyssal River.
AYA Ukuja moves: 1d4 ⇒ 1 -> ...Huh. Ukuja remains at the Abyssal River too.
Driven half-mad by the buzzing, by the twisted environment, by the utter wrongness of these lands, Ukuja flees from half-imagined(?) shades and monsters. In his unusually silent panic, he fords across rivers of questionable substance pouring through the Abyssal realm in the hopes of reaching some perceived safety on the other side of the running 'water'.
Best case outcome, I suppose! I can continue my turn after all.
Ukuja discards Verdant Rager to explore again, adding 1d6 to combat and Survival checks during this exploration.
Abyssal River Card #: 1d10 ⇒ 5
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.
Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
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.
Verdant Rager adds 1d6.
Combat 15: 4d8 + 4 + 1d6 ⇒ (1, 4, 7, 7) + 4 + (1) = 24 -> Pass.
Boomcrown: Divine 15: 1d10 + 5 + 4 ⇒ (7) + 5 + 4 = 16 -> Boomcrown recharged.
Cultist of Baphomet defeated. Ukuja is dealt 1 Poison Damage - he doesn't have Ankylosaur to absorb the damage, so he discards Quarterstaff of Vaulting to damage.
Crazed Cultists defeated.
Some cultists, driven by a similar delirium to that afflicting Ukuja, try to ambush him - but even in his state the Hunter draws upon the power of the relics he had gathered previously to smite the group of cultists with some unbound, explosive force of magic. The cultists may not have slowed him down, but the questionable substances that he has waded through begin to afflict him with a sickness beyond his physical frame - his mind and spirit being infested by this befouled realm, as the elf tries to centre himself against the very nature of this mistake of a realm.
(If Erasmus was randomly moved here from Qlippoth Runestone, as mentioned at the start of this post, he'll have to take 1 damage as well.)
Not a fan of using my remaining cards to explore more without Pygmy Ankylosaur available to eat damage. Nor do I wish to heal myself with Angelstep until after I redraw some specific cards that I know are in my deck still (it's not like it takes up my hand space in the meantime), so Ukuja will leave his turn here.
Ukuja ends his turn, randomly recharging the animal Elk from his discard pile from his power.
Ukuja examines the top card of his location deck with his power...
Abyssal River Card #: 1d10 ⇒ 8
Abyssal River Card 8: Swarmlord's Jar
Ukuja resets his hand, revealing Leshykineticist and Angelstep to increase his hand size by 2.
Flavour will be added in.
Hand: Blessing of Milani, Pygmy Ankylosaur, Snow Leopard, Cauterize, Merchant Lord, Wendifisa Spear, Javelin of Lightning, Blessing of Deskari, Leshykineticist, Angelstep,
Displayed: Aspect of the Bull, White Tiger,
Deck: 4 Discard: 10 Buried: 2
Mythic Charges: 4
At the start of Erasmus' turn, Ukuja displays Pygmy Ankylosaur.
Ukuja sets aside Cauterize to heal himself. Ukuja discards Leshykineticist to Cauterize's powerCauterize: 1d4 + 1 ⇒ (3) + 1 = 4 -> Ukuja shuffles the following 4 selected cards from his discard pile into his deck: (Blessing of the Ancients 2, Blessing of the Ancients, Blessing of the Gods, Verdant Rager).
Recharge pile cleared.
Divine 11: 1d10 + 5 + 4 ⇒ (4) + 5 + 4 = 13 -> Cauterize recharged.
Fire. Fire is survival. Fire cleanses, fire purifies. Ukuja bathes in the flame - his skin hardening to a stone-like finish to avoid the worst of the damage it would do - as he lays in his hastily-constructed firepit, letting the agony burn the infection from his mind as the flames sear it from his body. So he hopes in his madness, of course.
Hand: Blessing of Milani, Snow Leopard, Merchant Lord, Wendifisa Spear, Javelin of Lightning, Blessing of Deskari, Angelstep,
Displayed: Aspect of the Bull, White Tiger, Pygmy Ankylosaur,
Deck: 9 Discard: 7 Buried: 2
Notes: Blessing of Milani is free to use.
Angelstep is available for a heal; I recommend that Erasmus use it as soon as he's at the Abyssal River, since his discard pile is primarily blessings and he would get a lot of value from shuffling them into his deck.If you can see a strong reason to do so, you may have Ukuja give you any number of cards, at any time, by discarding Merchant Lord. I just can't do it before Erasmus' start-of-turn step because there's no chance to do it between-turns, so no stealing away my hand to add +6 to all of your checks and take like 8 explorations in a row! (Though I'm not opposed to that strategy at all, if the chance arises in the future.)
Mythic Charges: 4
Dexterity d10 [X] +1 [X] +2 [X] +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 [X] 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
Powers:
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and, after the check, a player at your location may shuffle 1 card from her discard pile into her deck.
Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Animal
Powers
Display this card. While displayed, you 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.
Animal
Powers
Display this card. While displayed you gain the skill Acrobatics: Dexterity +2.
While displayed, after you explore, if you did not encounter a monster, you may move.
While displayed, you may put this card on top your deck to add 1d6 to your combat check, or 2d6 if you have a role card.