[ACG] BR skizzerz's Season of the Righteous

Game Master Yewstance

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


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Deck Handler // Searching For: TBD

Heading to bed. So that we don't end up waiting a long time for me to literally just make a single roll and end my turn...

If both other team members are active whilst I'm asleep, please feel free to bot Ukuja's closing attempt. I'd like an additional blessing by either Erasmus or Amaryllis (with a very small preference for Erasmus) to give me 3d10+2.
Ukuja will, of course, end his turn immediately afterward at the now-closed Armory (hopefully).

If the closing is successful, Ukuja will end his turn and reset his hand. His reset hand (assuming success) is listed in the spoiler text below, and will be un-done if he ends up failing the check.

Ukuja's potential hand:
Ukuja wrote:

Hand: Blessing of the Elements, Force Shortbow +1, Snow Leopard, Demonbane Light Crossbow +1, Cure, Blessing of the Gods,

Displayed: Leryn, White Tiger,
Deck: 11 Discard: 1 Buried: 0
Notes: Blessings are free to use!
Sideboard cards:


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

Sorry, busy weekend with the family. Erasmus selects spell as favored card type and draws hand.

Erasmus wrote:

Hand: Spirit Relatives, Compass, Mind Thrust, Light Crossbow, Sign of the Pack 2, Planchette,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Happy for Ukuja to use Sign of the Pack for the extra die to close the location.


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

Ukuja's close check.
Dexterity DC10: 3d10 + 2 ⇒ (6, 8, 1) + 2 = 17


Deck Handler // Searching For: TBD

And as it turns out, I'm available. Thanks for the Sign!

Demonbane Light Crossbow +1 acquired and Armory Closed. Ukuja ends his turn and resets his hand. Reposting my end-of-turn hand.

Like a force of nature, Ukuja clears the building of the cult, finding none of the witches in the process. However, in his investigation, he finds a finely-crafted crossbow in peak condition. He clips it onto his belt after testing a shot with it, and leaves the armory to continue to track down the witches.

Ukuja wrote:

Hand: Blessing of the Elements, Force Shortbow +1, Snow Leopard, Demonbane Light Crossbow +1, Cure, Blessing of the Gods,

Displayed: Leryn, White Tiger,
Deck: 11 Discard: 1 Buried: 0
Notes: Blessings are free to use! Feel free to recharge Snow Leopard for 1d4 to your combat check, and feel free to discard the Demonbane Light Crossbow if you need a 1d8 to your combat check. Both are free to use if you're somehow left without an attack spell.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 6 [ ] 7
Proficient with: Light Armors // Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

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

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

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


White Tiger:
Traits
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.


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

Reveal Blessing of Ascension from blessings deck.

Erasmus, still a little bit shaken by the encounter with Ylyda, in more ways than one, prepares himself for the next search for more dangerous and intimidating women. Stashing away some of his items to strengthen his powers, he heads to the laboratory to begin his search.

Recharge two items to add +3 to all checks this turn. Explore.

Cultist of Baphomet:

Henchman B
Type: Monster
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.

Ok, then! Another top decked henchman!

Inside the lab, Erasmus finds a woman with a horned helmet digging around amongst a pile of scattered papers and books. She seems to be looking for the same powerful tome as he was. In his haste to attack, Erasmus accidentally knocks a vial of potion onto the floor with his crossbows, dropping the weapon as well in surprise. The woman spins around and lunges forward with a longspear.

Discard Light Crossbow for BYA damage.
Display Spirit Relatives. Marker on Balsamo
Mind Thrust

"Stop gawking at the woman, boy. Do something...<sigh> do I have to do these things all by myself?" Balsamo pushes forward and guides the medium in sending a burst of mental energy towards the cultist's mind.

Combat (Knowledge) DC11: 1d8 + 3 + 1d6 + 1 + 1d4 + 1 ⇒ (4) + 3 + (1) + 1 + (2) + 1 = 12 SUCCESS!
Recharge (Perception): 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10

The cultist is stunned, slumping down to the ground. Erasmus rushes to inspect what she had uncovered, hoping it will be a clue to the whereabouts of the witches.

Attempt to close. Accept Blessing of the Elements from Ukuja
Intelligence DC7: 2d8 + 3 ⇒ (7, 4) + 3 = 14 Location Closed!

He finds what looks like it could be a couple of transcribed pages from the book. Not the book itself, but a useful find, nevertheless.

End Turn. Reset Hand.

Erasmus wrote:

Hand: Sign of the Pack 1, Talisman Crafter, Crystal Mail, Harrowed Society Student, Blessing of the Gods 2,

Displayed: Spirit Relatives (Balsamo),
Deck: 9 Discard: 2 Buried: 0
Notes: Use blessing or sign as needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Nice work!

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

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

During This Scenario: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.
When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

Reference Cards:

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

Herald of Iomedae (Cohort)

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

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.

Sophini (Villain)

Spoiler:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Hosilla (Villain)

Spoiler:
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

Jeslyn (Villain)

Spoiler:
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Ceustodaemon (Henchman)

Spoiler:
Ceustodaemon
Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits.
If evaded, shuffle this monster into a random open location deck.
Before you act, the Ceustodaemon deals 1 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant... until they try to escape.

Cultist of Baphomet (Henchman)

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

Fiendish Tree (Arboreal Blight Summon)

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

Ulkreth (Arboreal Blight Summon)

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

Corrupted Solider (Corrupted Crusaders Summon)

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

Cultist of Baphomet (Crazed Cultists Summon)

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

Acquired Cards:

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

Ring of Climbing (Item B)

Spoiler:
Ring of Climbing
Item B
Traits: Accessory Magic Basic
To Acquire: Strength Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

Interrogator (Ally B)

Spoiler:
Interrogator
Ally B
Traits: Human Inquisitor
To Acquire: Knowledge 6 OR Charisma Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

Riding Horse (Ally B)

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Mandragora
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.

Monster 2

Spoiler:
Demonic Fly
Monster 1
Traits: Vermin Demon
To Defeat: Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Monster 3

Spoiler:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insaitable desire to consure your flesh.

Monster 4

Spoiler:
Skeleton
Monster B
Traits: Undead Skelton Basic
To Defeat: Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Monster 5

Spoiler:
Blasphemous Priest
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Random Barriers:

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

Barrier 2

Spoiler:
Corrupted Crusaders
Barrier B
Traits: Cache Skirmish Basic
To Defeat: None
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 3

Spoiler:
Sin Seeker
Barrier 1
Traits: Curse Veteran
To Defeat: None
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Bolas
Weapon B
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Weapon 2

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

Weapon 3

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

Weapon 4

Spoiler:
Longsword
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Detect Demon
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Viper Strike
Spell B
Traits: Magic Arcane Divine Attack Poison Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3

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

Spell 4

Spoiler:
Scorching Ray
Spell 1
Traits: Magic Arcane Attack Fire
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Brilliance
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Random Armor:

Armor 1
Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2

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

Armor 3

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

Armor 4

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

Armor 5

Spoiler:
Wooden Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Random Items:

Item 1
Spoiler:
Caltrop Bead
Item B
Traits: Object Magic Basic
To Acquire: Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Item 2

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 3

Spoiler:
Potion of Striding
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Item 4

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

Random Allies:

Ally 1
Spoiler:
Bat
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 2

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 4

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

Ally 5

Spoiler:
Blackwing Librarian
Ally B
Traits: Human Wizard Basic
To Acquire: Intelligence Knowledge 6 OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 4 Amaryllis/Void_Eagle

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck
Displayed: Herald of Iomedae

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

Blessings Deck Cards/Turn Order:

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

Blessings Deck Card 6 - Turn 6 Erasmus/Greenclaw

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

Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle

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

Blessings Deck Card 8 - Turn 8 Ukuja/Yewstance

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

Blessings Deck Card 9 - Turn 9 Erasmus/Greenclaw

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

Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle

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

Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance

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

Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

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

Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

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

Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

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

Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

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

Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

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

Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

Spoiler:
Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to 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 Amaryllis/Void_Eagle

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

Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

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

Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

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

Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

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

Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

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

Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

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

Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

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

Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

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

Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

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

Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

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

Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

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

Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

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

Villain Pile

Villain Pile Card 1:
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
Villain Pile Card 2:
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn
Villain Pile Card 3:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Armory
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Yewstance

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 3 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Citadel Card 1:
Carrion Golem
Monster B
Traits: Construct Golem Elite
To Defeat: Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Citadel Card 2:
Scale Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Citadel Card 3:
Magic Half-Plate
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Citadel Card 4:
Cultist of Baphomet
Henchman B
Type: Monster
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.
Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
Citadel Card 5:
Retainer
Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Citadel Card 6:
Spellcaster's Shield
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude Arcane Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Citadel Card 7:
Belthis Loumis
Ally B
Traits: Human Hireling
To Acquire: Craft 6 OR Charisma Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

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

Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Dark Forest Card 1:
Sage's Journal
Item B
Traits: Book Basic
To Acquire: Intelligence Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Dark Forest Card 2:
Hand Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Dark Forest Card 3:
Ceustodaemon
Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
Before you act, the Ceustodaemon deals 1 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
These guardians are vigilant... until they try to escape.
Dark Forest Card 4:
Man-Eating Aurochs
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth.
Dark Forest Card 5:
Detect Demon
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Dark Forest Card 6:
Dire Rat
Monster B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Dark Forest Card 7:
Corroded Helm
Armor B
Traits: Heavy Armor Corrupted Elite
To Acquire: Constitution Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Dark Forest Card 8:
Spiked Pit Trap
Barrier B
Traits: Trap Veteran
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Dark Forest Card 9:
Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

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

Watchtower Card 1 (Arboreal Blight):
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Watchtower Card 2:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Watchtower Card 3:
Cave Lizard
Monster B
Traits: Animal Basic
To Defeat: Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.
Watchtower Card 4:
Helm of the Valkyrie
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 5:
Lance
Weapon B
Traits: Polearm Melee Piercing 2-Handed Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 6:
Athlete
Ally B
Traits: Human Hireling Basic
To Acquire: Dexterity Acrobatics 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 7:
Magic Scale Mail
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 8:
Cultist of Baphomet
Henchman B
Type: Monster
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.
Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
Watchtower Card 9:
Chief Sull
Ally 1
Traits: Mongrel Aristocrat Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 10:
Mace
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.


Erasmus draws a Ring of Climbing due to closing the Laboratory. In the future, please check the When Permanently Closed boxes of all locations you close to ensure you don't miss anything; this is the 4th time that I've had to remind you about an On Closing power and it's getting rather tiring.

Ring of Climbing:
Ring of Climbing
Item B
Traits: Accessory Magic Basic
To Acquire: Strength Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.


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

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

Amaryllis stays at the Citadel, and takes her free exploration.

Carrion Golem:

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

Well, this isn't going to be fun. Using Black Spot to lower the difficulty by 2, and using BotSpellbound for an extra die. Also accepting a BotGods and Snow Leopard (recharged) from Ukuja to add 2 dice (mimic BoBaphomet) and 1d4, respectively.

Combat (Strength) 12: 4d6 + 1d4 ⇒ (5, 5, 6, 1) + (2) = 19 -> Success! Nice, I was expecting to have to bury a card to reroll. Sorry for using two cards, though, Ukuja. Revealing spellbook for an extra d4 on the recharge check.
Recharge: Arcane 6: 1d12 + 1 + 2 + 1d4 ⇒ (12) + 1 + 2 + (4) = 19 -> Recharged

While searching the Citadel for signs of the cultists, Amaryllis stumbles across some sort of animated creature made from dead bodies. Just being near the thing causes her to feel sickened, and she feels some of her arcane power slip from her mind. From out of nowhere, Ukuja's pet snow leopard leaps at the thing, giving Amaryllis a moment to center herself. Throwing what little energy she has left at the creature, she's able to weaken it slightly and, with the help of the leopard, is able to eventually pummel it into inactivity. Mentally and physically exhausted by her encounter, Amaryllis takes a break to gather her energies again.

Amaryllis ends her turn, searches her deck for the Surgeon, and resets her hand. After resetting my hand, attempting to recharge Frostbite. Revealing spellbook to help with the check.
Recharge: Arcane 7: 1d12 + 1 + 2 + 1d4 ⇒ (3) + 1 + 2 + (1) = 7 -> Recharged

Amaryllis wrote:

Hand: Surgeon, Blessing of Pharasma, Scale of Disguise, Interrogator, Spellbook, Bracers of Protection,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: I have a BoPharasma if anyone needs it.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

(Question for the GM: Did Black Spot add the Arcane trait to my check against the golem? If yes, then BotSpellbound should be recharged instead of discarded. If no, then I'm going to use Surgeon on Ukuja's turn to heal the blessing.)


Black Spot does not add any traits to your check.


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

That's what I thought, thanks.


Deck Handler // Searching For: TBD

Off turn: Ukuja discards Blessing of Elements and Blessing of the Gods and recharges Snow Leopard during Erasmus' and Amaryllis' turn.

Nice work all! Nice plays, and I'm 100% in favor of the use of my cards in all of those ways and methods, and I'm happy that Ukuja could help out.

Ukuja starts his turn.
Blessing of Deskari discarded from the blessings deck.
Ukuja moves the Dark Forest.

Ukuja leaves the bloodstained armory behind him, carefully impassive. He returns to the forest, avoiding the corrupted patch he found earlier; hoping that it's not where the witches may be hiding.

Ukuja takes his free exploration, examining the top two cards of the Dark Forest and encountering one of them due to its power.

Dark Forest Card 1: Sage's Journal -> Shuffled back.
Dark Forest Card 2: Hand Crossbow -> Encountered.

Hand Crossbow:
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Ranged 5: 1d10 + 2 ⇒ (5) + 2 = 7 -> Hand Crossbow acquired.

As he rides to the edge of the forest, Ukuja mentally projects the direction home - to Kenabres - to his horse and dismounts, allowing it to run back to hopefully safe territory. Whatever Ukuja may think of the condition of life in the cities' stables, it may be better than trying to survive this vile land.

Ukuja finds the body of a crusader here. Some kind of monster has devoured much of the remains; dismembering limbs, and the armor is ruined. A hand-crossbow, bloody but otherwise undamaged, remains strewn nearby. Still loaded; curious. Ukuja picks it up, carefully cleaning it.

Dark Forest Card #(2==1): 1d8 + 1 ⇒ (4) + 1 = 5
Dark Forest Card #(2==1, reroll on 5): 1d8 + 1 ⇒ (2) + 1 = 3
Dark Forest Card 5: Detect Demon -> Shuffled back.
Dark Forest Card 3: Ceustodaemon (Henchman) -> Encountered.
Nice, now I know that the only spell in the location isn't a Spell 1 to be worried about losing, so I'll encounter the Henchman... which is replaced by one of the villains, because there's only 3 open locations.
As far as I can tell, there's no benefit at all to temporarily closing locations at this point. If we could temp-close all other locations, we could banish a villain rather than put it on the bottom of its pile... but the differences are basically negligible since we don't actually need to banish them. Anyway, skipping Temp-Closes.

Villain Pile Card 1: Hosilla

Hosilla:
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.

Eesh. Please don't hit a 4.
BYA Combat Damage: 1d4 ⇒ 2 -> Ukuja takes 2 Combat Damage from Hosilla's BYA power, and discards Hand Crossbow and Force Shortbow +1.
Ukuja reveals Demonbane Light Crossbow +1 for combat, and places White Tiger on top of his deck for an additional 1d6.
Combat 13 (Ranged): 1d10 + 2 + 1d8 + 1 + 1d6 ⇒ (5) + 2 + (2) + 1 + (5) = 15 -> Hosilla defeated and placed on the bottom of the Villain Pile. Dark Forest closed!
AYA: Ukuja takes 1 Combat Damage from Hosilla's AYA power, and discards Demonbane Light Crossbow +1.

Leryn leans against Ukuja's side. A silent warning. The hunter doesn't pause his motions as he pretends to continue cleaning the crossbow, even as he pricks his ears for nearby noise.

A rustling.

Ukuja swings around just as one of the witches - the Inquisitor - charges with a blade drawn. The inquisitor adapts her approach and footwork when Ukuja turns around, but still charges; her face is twisted in anger. Ukuja shoots him with a bolt, piercing her midsection, but the hunter is forced to quickly use the flimsy hand-crossbow to deflect the stroke of the inquisitor's blade as they still complete their charge with a mighty swing, despite their wound. The inquisitor roars, adrenaline or something fouler driving her actions through the pain, swinging again, even as Ukuja draws a second hand-crossbow from his belt and fires. His shot is true - straight into the shoulder - but still she attacks, and he deflects it with his second crossbow before dropping it - both weapons now lying useless on the ground.

Ukuja tries to draw his bow, but he can't possibly outpace the blade of the Inquisitor; but as she prepares for a killing blow Ukuja's animals pounce at her, great Tiger and Wolf combining their weights to pin her to the ground. Ukuja calls a halt before they kill the witch, knowing that she must be captured alive, and he sends a mental message to the Herald that one of the witches have been subdued.

Ukuja reveals Cure to heal himself.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 -> Ukuja randomly shuffles Blessing of the Elements and Hand Crossbow into his deck. Recharged pile cleared. Oh, and the 'topdeck' pile cleared, so goodbye White Tiger.
Divine 8 (Recharge): 1d10 + 2 ⇒ (10) + 2 = 12 -> Cure recharged.

Ukuja sighs, scavenging what he can from the now-broken weapons, and moving on to make sure the wounds sustained by the raving, furious inquisitor aren't life-threatening.

Ukuja ends his turn. Dark Forest's power recharges Ukuja's hand; Jokes on you, game; my hand's already empty from that villain! Ukuja resets his hand, drawing a full 6 cards.

Ukuja wrote:

Hand: Call Animal, Hand Crossbow, Fox, White Tiger, Atlatl, Blessing of the Ancients 2,

Displayed: Leryn,
Deck: 10 Discard: 4 Buried: 0
Notes: Cool, I redrew White Tiger anyway, so I'll display White Tiger at the start of Erasmus' turn. I'll also use Call Animal to draw Snow Leopard.

As always, my cards, including my Blessing, are free to use. Also, 3 closes in 5 turns; nice!
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 6 [ ] 7
Proficient with: Light Armors // Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

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

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

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


White Tiger:
Traits
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.


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

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

During This Scenario: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.
When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

Reference Cards:

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

Herald of Iomedae (Cohort)

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

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.

Sophini (Villain)

Spoiler:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Hosilla (Villain)

Spoiler:
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

Jeslyn (Villain)

Spoiler:
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Ceustodaemon (Henchman)

Spoiler:
Ceustodaemon
Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits.
If evaded, shuffle this monster into a random open location deck.
Before you act, the Ceustodaemon deals 1 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant... until they try to escape.

Cultist of Baphomet (Henchman)

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

Fiendish Tree (Arboreal Blight Summon)

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

Ulkreth (Arboreal Blight Summon)

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

Corrupted Solider (Corrupted Crusaders Summon)

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

Cultist of Baphomet (Crazed Cultists Summon)

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

Acquired Cards:

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

Hand Crossbow (Weapon B)

Spoiler:
Hand Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Ring of Climbing (Item B)

Spoiler:
Ring of Climbing
Item B
Traits: Accessory Magic Basic
To Acquire: Strength Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

Interrogator (Ally B)

Spoiler:
Interrogator
Ally B
Traits: Human Inquisitor
To Acquire: Knowledge 6 OR Charisma Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

Riding Horse (Ally B)

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Mandragora
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.

Monster 2

Spoiler:
Demonic Fly
Monster 1
Traits: Vermin Demon
To Defeat: Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Monster 3

Spoiler:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insaitable desire to consure your flesh.

Monster 4

Spoiler:
Skeleton
Monster B
Traits: Undead Skelton Basic
To Defeat: Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Monster 5

Spoiler:
Blasphemous Priest
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Random Barriers:

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

Barrier 2

Spoiler:
Corrupted Crusaders
Barrier B
Traits: Cache Skirmish Basic
To Defeat: None
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 3

Spoiler:
Sin Seeker
Barrier 1
Traits: Curse Veteran
To Defeat: None
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Bolas
Weapon B
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Weapon 2

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

Weapon 3

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

Weapon 4

Spoiler:
Longsword
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Detect Demon
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Viper Strike
Spell B
Traits: Magic Arcane Divine Attack Poison Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3

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

Spell 4

Spoiler:
Scorching Ray
Spell 1
Traits: Magic Arcane Attack Fire
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Brilliance
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Random Armor:

Armor 1
Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2

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

Armor 3

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

Armor 4

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

Armor 5

Spoiler:
Wooden Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Random Items:

Item 1
Spoiler:
Caltrop Bead
Item B
Traits: Object Magic Basic
To Acquire: Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Item 2

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 3

Spoiler:
Potion of Striding
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Item 4

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

Random Allies:

Ally 1
Spoiler:
Bat
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 2

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 4

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

Ally 5

Spoiler:
Blackwing Librarian
Ally B
Traits: Human Wizard Basic
To Acquire: Intelligence Knowledge 6 OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 6 Erasmus/Greenclaw

Top of Blessing Discard Pile:

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

Blessings Remaining: 24

Blessings Deck
Displayed: Herald of Iomedae

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

Blessings Deck Cards/Turn Order:

Blessings Deck Card 7 - Turn 7 Amaryllis/Void_Eagle
Spoiler:
Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 8 - Turn 8 Ukuja/Yewstance

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

Blessings Deck Card 9 - Turn 9 Erasmus/Greenclaw

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

Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle

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

Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance

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

Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

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

Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

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

Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

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

Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

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

Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

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

Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

Spoiler:
Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to 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 Amaryllis/Void_Eagle

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

Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

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

Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

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

Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

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

Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

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

Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

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

Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

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

Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

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

Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

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

Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

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

Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

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

Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

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

Villain Pile

Villain Pile Card 1:
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn
Villain Pile Card 2:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
Villain Pile Card 3 (Hosilla):
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

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

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 3 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Citadel Card 1:
Scale Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Citadel Card 2:
Magic Half-Plate
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Citadel Card 3:
Cultist of Baphomet
Henchman B
Type: Monster
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.
Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
Citadel Card 4:
Retainer
Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Citadel Card 5:
Spellcaster's Shield
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude Arcane Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Citadel Card 6:
Belthis Loumis
Ally B
Traits: Human Hireling
To Acquire: Craft 6 OR Charisma Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

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

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

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

Watchtower Card 1 (Arboreal Blight):
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Watchtower Card 2:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Watchtower Card 3:
Cave Lizard
Monster B
Traits: Animal Basic
To Defeat: Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.
Watchtower Card 4:
Helm of the Valkyrie
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 5:
Lance
Weapon B
Traits: Polearm Melee Piercing 2-Handed Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 6:
Athlete
Ally B
Traits: Human Hireling Basic
To Acquire: Dexterity Acrobatics 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 7:
Magic Scale Mail
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 8:
Cultist of Baphomet
Henchman B
Type: Monster
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.
Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
Watchtower Card 9:
Chief Sull
Ally 1
Traits: Mongrel Aristocrat Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 10:
Mace
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.


Character Deck Upgrade Prefs: Spell 4 > Weapon 4 > Item 4/3 > Ally 3/2 > Blessing 4/3/2
Quote:
Erasmus draws a Ring of Climbing due to closing the Laboratory. In the future, please check the When Permanently Closed boxes of all locations you close to ensure you don't miss anything; this is the 4th time that I've had to remind you about an On Closing power and it's getting rather tiring.

OUCH! Sorry for missing the closing conditions a few times now. I'll be more attentive going forward. Not sure why this has been a blind spot for me in this particular game.

Updated hand for Erasmus with the Ring in and the last drawn card out:

Erasmus wrote:

Hand: Sign of the Pack 1, Talisman Crafter, Crystal Mail, Harrowed Society Student, Ring of Climbing,

Displayed: Spirit Relatives (Balsamo),
Deck: 10 Discard: 2 Buried: 0
Notes: Use Sign as needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

Word spreads of Ukuja's defeat of one of the witches, and he knows that there are only so many other places the other two witches can be. On the way out of the lab, he removes a ring from the fallen cultist. Sensing that it is magic, he thinks that he can both hinder the woman when she awakens and also draw on the item's energies to strengthen himself.

Recharge Ring of Climbing to ad +2 to all checks this turn.

Erasmus then heads to the Citadel to aid Amaryllis in her hunt for the second witch. Before he does so, he pops in to visit a friend who'd promised to craft him up a new item.

Display Talisman Crafter to draw a random item and place it on this card:

Caltrop Bead :

Item B
Traits: Object Magic Basic
To Acquire: Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Ok, that is actually fairly useful at present given Erasmus doesn't have a weapon or spell in his hand.

Move to Citadel. Explore.

Scale Mail :

Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

On the way into the Citadel, Erasmus is stopped by a makeshift merchant offering him used armor at a greatly reduced price. Erasmus's older sister Nissa urges the medium to stop and try on the item. "Dear brother, given you seem to have dropped your only weapon and I can't remember you recalling a spell, do you...ah, perhaps think it wise to at least increase your protection, if only until you get yourself organised a bit little better?"

Constitution DC4: 1d6 + 2 ⇒ (2) + 2 = 4 Acquired!

Erasmus takes the advice from the voice inside his head, knowing better than to try and argue with the spirits of his beloved family. He then spots one of the students from his Society across the road at a bakery shop. "Lad! How fare you? Tell me, have you seen anything out of the ordinary this morning?"

Discard Harrowed Society Student to explore again.

Before the young man can even answer the medium's question, the eager merchant rushing over and grabs Erasmus by the arm. "Sir, can I interest you in any other armor today. Everything's got to go. One day sale, only. These prices will never be seen again!" More out of politeness than any real desire to upgrade his armor again, Erasmus takes a look at the wares.

Magic Half-Plate :

Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Constitution DC4: 1d6 + 2 ⇒ (2) + 2 = 4 Acquired!

Badgered into another unwanted purchase, Erasmus decides it might be wise to move on before he gets harrassed into buying more pieces of armor.

End Turn. Reset Hand.

Erasmus wrote:

Hand: Sign of the Pack 1, Scale Mail, Crystal Mail, Magic Half-Plate, Blessing of the Gods 1,

Displayed: Spirit Relatives (Balsamo), Talisman Crafter (Caltrop Bead),
Deck: 10 Discard: 3 Buried: 0
Notes: Please use blessing or sign as needed to add a die to a check.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

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

Amaryllis stays at the Citadel, and takes her free exploration.

Cultist of Baphomet:

Encountering the next card in the villain pile instead:
Jeslyn:

Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Well, this should be interesting, since I have nothing in the way of combat abilities. Guess I'm punching it. Erasmus, do you mind taking the servitor demon? Pausing game.


Deck Handler // Searching For: TBD

As stated in my notes, I played Call Animal at the earliest convenience. I didn't have time to make the full post, but I'll formalize it now.

At the start of Erasmus' Turn: Ukuja displays White Tiger and sets aside Call Animal to search and draw Snow Leopard from his deck. Recharged pile cleared.
Divine 6 (Recharge): 1d10 + 2 ⇒ (2) + 2 = 4 -> Call Animal discarded.

Sensing that his companions are moving on to corner the remaining witches; Ukuja sends all of his animal companions he can spare to find Erasmus and Amaryllis, scouting the area and providing their assistance.

Ukuja wrote:

Hand: Snow Leopard, Hand Crossbow, Fox, Atlatl, Blessing of the Ancients 2,

Displayed: Leryn, White Tiger,
Deck: 9 Discard: 5 Buried: 0
Notes: The Fox can be used by Erasmus on the Demonling BYA check (which will allow him to beat it with the Caltrop Bead if he passes). Snow Leopard and Blessing are free for Amaryllis' use.
Sideboard cards:


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

All hell breaks loose in the Citadel as Erasmus sees Amaryllis suddenly face to face with a mutant witch. He starts to rush to her aid but is intercepted by a demonling who steps in his way and attacks.

Demonling :

Henchman B
Type: Monster
Traits: Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.

At that moment a fox, no doubt one of Ukuja's trusty friends, rushes towards the demonling. Sparing a quick thought of thanks to his elven companion, Erasmus tries to take advantage of the distraction provided by the brave little creature.

Use Fox from Ujuka (thanks!).
Perception DC7: 1d6 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8

The fox does a great job of running in and around the demonling's feet, giving it just enough pause for Erasmus to take advantage of its moment of indecision. Waiting for the fox to get clear, the medium flings his caltrop bead at the creature. It explodes at its feet, showering dozens of sharp caltrops underneath it and giving Erasmus the chance he was looking for to evade its attack.

Banish Caltrop Bead, discard Talisman Crafter to evade the Demonling

Amaryllis, please feel free to use either Erasmus' Sign of the Pack or BotG against Jeslyn and/or the close check.


Deck Handler // Searching For: TBD

Correction; using Caltrop Bead defeats the Demonling, because its difficulty was 8. That also means that Amaryllis' check is not made any harder from the villain text.

Also, I feel like my decision to take the more team-supporting allies, such as Snow Leopard and Fox, has paid off sufficiently well. Ukuja will likely be continuing to lean towards picking more supportive cards in the future, and I'll do my best to always keep my Deck Handler card texts and Notes up to date to advertise their availability.


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

Thanks for the offers of support. Picking up where I left off...

Jeslyn:

Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Going with straight Strength, plus my BoPharasma, Ukuja's BotAncients (should be recharged) and Snow Leopard, and Erasmus' Sign of the Pack

Combat (Strength) 13: 4d6 + 1d4 ⇒ (3, 6, 1, 4) + (4) = 18 -> Success! Location closes, and Jeslyn goes to the bottom of the villain pile.

Comforted by the presence of her friend Erasmus, Amaryllis continues her exploration of the Citadel. Unfortunately, it seems the coven was waiting for them, and one of the witches is behind the first door she opens, along with a demon servant. Luckily, the demon heads towards Erasmus, who is able to handily defeat it. A leopard streaks past Amaryllis and runs into Jeslyn, knocking her to the ground. Quickly taking advantage of the situation, Amaryllis pummels her into submission. As Amaryllis stand back up, the witch fades away into nothingness, leaving behind only echos of her mocking laughter. The witch may have gotten away, but at least the citadel has been purged of cultist activity.

Burying the top card of my deck (BotSpellbound) for Jeslyn's AYA ability, then ending Amaryllis' turn and reseting her hand, per the location when permanently closed requirement.

Amaryllis wrote:

Hand: Frostbite, Force Missile, Scale of Disguise, Interrogator, Spellbook, Bracers of Protection,

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes: Nothing to help anyone, sorry.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

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

During This Scenario: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.
When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

Reference Cards:

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

Herald of Iomedae (Cohort)

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

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.

Sophini (Villain)

Spoiler:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Hosilla (Villain)

Spoiler:
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

Jeslyn (Villain)

Spoiler:
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Ceustodaemon (Henchman)

Spoiler:
Ceustodaemon
Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits.
If evaded, shuffle this monster into a random open location deck.
Before you act, the Ceustodaemon deals 1 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant... until they try to escape.

Cultist of Baphomet (Henchman)

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

Fiendish Tree (Arboreal Blight Summon)

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

Ulkreth (Arboreal Blight Summon)

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

Corrupted Solider (Corrupted Crusaders Summon)

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

Cultist of Baphomet (Crazed Cultists Summon)

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

Acquired Cards:

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

Hand Crossbow (Weapon B)

Spoiler:
Hand Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Magic Half-Plate (Armor B)

Spoiler:
Magic Half-Plate
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Scale Mail (Armor B)

Spoiler:
Scale Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Ring of Climbing (Item B)

Spoiler:
Ring of Climbing
Item B
Traits: Accessory Magic Basic
To Acquire: Strength Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

Interrogator (Ally B)

Spoiler:
Interrogator
Ally B
Traits: Human Inquisitor
To Acquire: Knowledge 6 OR Charisma Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

Riding Horse (Ally B)

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Mandragora
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.

Monster 2

Spoiler:
Demonic Fly
Monster 1
Traits: Vermin Demon
To Defeat: Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Monster 3

Spoiler:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insaitable desire to consure your flesh.

Monster 4

Spoiler:
Skeleton
Monster B
Traits: Undead Skelton Basic
To Defeat: Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Monster 5

Spoiler:
Blasphemous Priest
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Random Barriers:

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

Barrier 2

Spoiler:
Corrupted Crusaders
Barrier B
Traits: Cache Skirmish Basic
To Defeat: None
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 3

Spoiler:
Sin Seeker
Barrier 1
Traits: Curse Veteran
To Defeat: None
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Bolas
Weapon B
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Weapon 2

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

Weapon 3

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

Weapon 4

Spoiler:
Longsword
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Detect Demon
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Viper Strike
Spell B
Traits: Magic Arcane Divine Attack Poison Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3

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

Spell 4

Spoiler:
Scorching Ray
Spell 1
Traits: Magic Arcane Attack Fire
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Brilliance
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Random Armor:

Armor 1
Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2

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

Armor 3

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

Armor 4

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

Armor 5

Spoiler:
Wooden Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Random Items:

Item 1
Spoiler:
Caltrop Bead
Item B
Traits: Object Magic Basic
To Acquire: Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Item 2

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 3

Spoiler:
Potion of Striding
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Item 4

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

Random Allies:

Ally 1
Spoiler:
Bat
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 2

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 4

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

Ally 5

Spoiler:
Blackwing Librarian
Ally B
Traits: Human Wizard Basic
To Acquire: Intelligence Knowledge 6 OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 8 Ukuja/Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck
Displayed: Herald of Iomedae

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

Blessings Deck Cards/Turn Order:

Blessings Deck Card 9 - Turn 9 Erasmus/Greenclaw
Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 - Turn 10 Amaryllis/Void_Eagle

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

Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance

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

Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

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

Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

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

Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

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

Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

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

Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

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

Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

Spoiler:
Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to 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 Amaryllis/Void_Eagle

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

Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

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

Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

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

Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

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

Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

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

Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

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

Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

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

Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

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

Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

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

Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

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

Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

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

Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

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

Villain Pile

Villain Pile Card 1:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
Villain Pile Card 2 (Hosilla):
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
Villain Pile Card 3 (Jeslyn):
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

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

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Erasmus/Greenclaw

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

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

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

Watchtower Card 1 (Arboreal Blight):
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Watchtower Card 2:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Watchtower Card 3:
Cave Lizard
Monster B
Traits: Animal Basic
To Defeat: Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.
Watchtower Card 4:
Helm of the Valkyrie
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 5:
Lance
Weapon B
Traits: Polearm Melee Piercing 2-Handed Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 6:
Athlete
Ally B
Traits: Human Hireling Basic
To Acquire: Dexterity Acrobatics 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 7:
Magic Scale Mail
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 8:
Cultist of Baphomet
Henchman B
Type: Monster
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.
Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
Watchtower Card 9:
Chief Sull
Ally 1
Traits: Mongrel Aristocrat Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 10:
Mace
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.


Nice job! You're really tearing through these locations. Per the villain's AYA power, Erasmus must either recharge a card that has the Corrupted trait or bury the top card of his deck.


Deck Handler // Searching For: TBD

Two things.
Firstly; congratulations all. 4 locations closed in 7 turns.
Secondly; At this point it seems easiest to just fight the Arboreal Blight. I've nothing in hand to evade with, but also virtually nothing to lose, Erasmus can take the various damage to armor with ease and Amaryllis has her attack spells ready. An evade still means we may encounter it before finding the villain, potentially at a worse time.

Off turn: Ukuja recharges Fox, Snow Leopard and Blessing of the Ancients (in that order) during Amaryllis' turn.

Ukuja announces his intention to encounter the Arboreal Blight at the start of his turn. If this was a face-to-face game, I'd explicitly pause to give Erasmus the chance to use his start-of-turn power (recharge cards for a static bonus) since it can be used at the start of any turn. There's no hidden information, so I'm certain it's fine if he just chooses right before making his check against the Fiendish Tree.

Ukuja starts his turn.
Ukuja moves the Watchtower.

After the Herald is summoned to detain Hosilla, Ukuja slips away quietly with his remaining animal companions, both awed and perturbed by the immortal's presence. His emphatic link with his animals confirms that Jeslyn has been defeated by Amaryllis; leaving one last member of the triad. Of course the Conjurer would be the one that remained. With a sinking feeling, Ukuja realizes with sudden certainty where the last witch must be, as he recalls the corrupted patch of forest by the Watchtower. With a heavy heart, he travels there; hoping that the Herald would heed his call if what was there proved too much.

Ukuja takes his free exploration, encountering the previously-examined Arboreal Blight.

Watchtower Card 1: Arboreal Blight

Arboreal Blight:
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Fiendish Tree:
Henchman B
Type: Monster
Traits: Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Ukuja summons and encounters the Fiendish Tree.
BYA: Ukuja discards Hand Crossbow to Ranged Combat damage.

Ukuja reveals and additionally buries Atlatl for combat, and places White Tiger on top of his deck for an additional 1d6.
Combat 15 (Ranged): 1d10 + 2 + 4d6 ⇒ (10) + 2 + (6, 1, 5, 4) = 28 -> Fiendish Tree defeated.
AYA: Ukuja takes 1 Ranged Combat damage... but has no cards in hand to discard.

Ukuja quietly approaches the blighted land, cautious of the poisoned trees itself. This was not the Tanglebriar; this may even be worse. He makes it but a few steps past the decaying border of the woods before branches and roots suddenly lash out at him in violent strikes, battering him from all angles as his guardian animals growl, hiss and claw at the attacking tendrils. Ukuja fights back too, drawing his small hunting knife and slashing back, forcing the tendrils to retreat - wooden or rubbery root or not, they clearly still feel pain, or at least recognize danger. Ukuja manages to get his Atlatl prepared just as an entire tree seems to uproot itself, a foul force giving it will and shape as its branches twist into arm-like beams that swing at Ukuja.

He dodges with a roll, loading a weighted spear and flinging it with all of his might into the center of the demonic, twisted creature. It pierces the outer shell of bark and drives away some of the corruption within, but Ukuja lunges for the spear and forces it further inside still with his body weight, twisting it until the haft breaks off in his hand. He knows demon's tricks from the Tanglebriar; their greatest weakness being that the demonic life that possesses the wood yet carries the capacity for pain, and with enough it will be driven from the landscape.

The tree lets out an awful, creaking groan, almost sounding like it concealed some howl of anguish beneath... then went still; bark falling from the tree and its few remaining leaves falling from their branches as the demonic forces that animated it now leave it hollow and dead with their absence.

Erasmus and Amaryllis both need to summon and encounter Fiendish Tree. Their combats will not impact Ukuja's turn, though, nor will the 1d20 roll; even if Ulkreth is summoned.
If Ulkreth were to be summoned...
Ukuja has no cards in hand and uses his Strength die for combat. Auto-fails. Ukuja takes 11 combat damage due to Ulkreth's effect, but has no cards in hand to discard. Ulkreth was merely summoned, and so returns to the box.

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

Watchtower Card 2: Mongrel Ranger
Watchtower Card 3: Cave Lizard

Heh, both of the non-henchmen monsters on top.
...actually, all three of the non-henchman banes in the location deck were stacked on top. Huh.
Ukuja ends his turn and resets his hand. Flavour will be edited in.

Ukuja wrote:

Hand: White Tiger, Leryn, Wendifisa Spear, Bloodscent, Riding Horse, Desna's Star,

Displayed:
Deck: 8 Discard: 6 Buried: 1
Notes: I'm afraid I've got no support to offer besides Leryn; feel free to topdeck her for the double-examine whenever you want. May as well try to grab any boons we come across at this point.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 6 [ ] 7
Proficient with: Light Armors // Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Each scenario, choose 2 Hunter Deck cohorts.


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

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

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

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


White Tiger:
Traits
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.

Erasmus and Amaryllis need to encounter Fiendish Tree.
At the start of Erasmus' turn, Ukuja displays both White Tiger and Leryn.


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

Amaryllis summons and encounters a Fiendish Tree

Fiendish Tree:

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

Recharging the bracers to prevent the BYA damage, then sing Frostbite for the combat

Combat (Arcane) 15: 1d12 + 1 + 2 + 1d6 ⇒ (10) + 1 + 2 + (3) = 16 -> Success! Frostbite reduces the AYA damage to zero. Revealing the spellbook for the recharge check.

Recharge: Arcane 7: 1d12 + 1 + 2 + 1d4 ⇒ (11) + 1 + 2 + (4) = 18 -> Recharged.

Exiting the citadel, Amaryllis feels a chill wind creep up her spine. From out of the dark forest, a demon possessed tree reaches for her with its long branches. Blocking the first swipe with her bracers, she gathers her arcane energy and unleashes a blast of icy cold, freezing the tree in place until the fiendish presence releases its hold.


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

Burying top card of deck from Jeslyn's power: Detect Thoughts

Erasmus is relieved to see Amaryllis emerge safe and sound with her encounter with the second witch, although the evil woman seems to have sent out an evil curse despite her defeat. The medium feels himself somewhat weakened just by being near the battle with her.

Sharing a glance with his halfling friend, the two look over to the Watchtower, both knowing that that is where they will no doubt find the last witch. Ukuja is probably already on his way there, they better hurry to catch up and join him...but on the way the very woods seem to stir with dark magic, reaching out to restrain them...or perhaps simply destroy them instead?

Fiendish Tree: :

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

A thick branch lashes out at Erasmus, but he is instantly grateful for his impulse purchase of the scale mail only a few minutes ago. The branch strikes him on the chest, denting the armor but not piercing his skin.

Recharge Scale Mail for BYA damage.

Erasmus was unprepared for such an attack and has no spell or weapon at hand. He simply tries to fight off the tree well enough to escape its deadly grasp.

Combat (Strength) DC15: 1d6 ⇒ 3

The exertion is almost too much for Erasmus. He finds himself badly beaten and bruised. Barely alive, he feels unconsciousness creeping over him as he slumps to the ground under the barrage of blows. "This armor better keep me alive. If I die, I'll be coming back to get a refund!" he mutters as the world turns to black.

Recharge Crystal Mail to recharge Magic Half-Plate and BotG as damage. Hand now officially empty.

Erasmus' turn: Flip Blessing of Shelyn from blessing deck. Move to Watchtower. Explore

Mongrel Ranger :

Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.

Random monster: Mandragora DC11
Auto Fail. At least the deck gets shuffled and hopefully the monsters don't end up back on top of the deck.

Erasmus's eyes flicker open just briefly...he looks up and sees the Watchtower towering above him...but then everything goes black once again as he feels the sting of an arrow sinking into his side...his eyes sink closed once more as the pain mercifully fades back to black.

End Turn. Reset Hand.

Erasmus wrote:

Hand: Hand Crossbow, Harrow Deck, Blessing of the Gods 2, Force Missile, Sign of the Lantern Bearer,

Displayed: Spirit Relatives (Balsamo),
Deck: 8 Discard: 5 Buried: 1
Notes: Please use blessing or sign as needed to add a die to a check.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

Feel free to have Erasmus use his Harrow Deck at any time before or during your turn to examine the top 3 cards of the location deck, then put them back in any order.


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

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

During This Scenario: After building the location decks, shuffle the villains Sophini, Hosilla, and Jeslyn facedown into a villain pile.
When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile. If you do not defeat the villain, put it on the bottom of the villain pile and shuffle the henchman into your location deck. If the villain is defeated and would escape, put it on the bottom of the villain pile instead and close your location. If the villain is defeated and cannot escape, banish it. To win the scenario, close all of the locations.

Reference Cards:

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

Herald of Iomedae (Cohort)

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

Demonling (Servitor Demon)

Spoiler:
Demonling
Henchman B
Type: Monster
Traits: Traits: Outsider Demon Servitor
To Defeat: Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.

Sophini (Villain)

Spoiler:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Hosilla (Villain)

Spoiler:
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla

Jeslyn (Villain)

Spoiler:
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

Ceustodaemon (Henchman)

Spoiler:
Ceustodaemon
Henchman B
Type: Monster
Traits: Outsider Fiend
To Defeat: Combat 12
The Ceustodaemon is immune to the Acid, Mental, and Poison traits.
If evaded, shuffle this monster into a random open location deck.
Before you act, the Ceustodaemon deals 1 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
These guardians are vigilant... until they try to escape.

Cultist of Baphomet (Henchman)

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

Fiendish Tree (Arboreal Blight Summon)

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

Ulkreth (Arboreal Blight Summon)

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

Corrupted Solider (Corrupted Crusaders Summon)

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

Cultist of Baphomet (Crazed Cultists Summon)

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

Acquired Cards:

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

Hand Crossbow (Weapon B)

Spoiler:
Hand Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Magic Half-Plate (Armor B)

Spoiler:
Magic Half-Plate
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Scale Mail (Armor B)

Spoiler:
Scale Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Ring of Climbing (Item B)

Spoiler:
Ring of Climbing
Item B
Traits: Accessory Magic Basic
To Acquire: Strength Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

Interrogator (Ally B)

Spoiler:
Interrogator
Ally B
Traits: Human Inquisitor
To Acquire: Knowledge 6 OR Charisma Diplomacy 8
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

Riding Horse (Ally B)

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Random Monsters:

Monster 1
Spoiler:
Demonic Fly
Monster 1
Traits: Vermin Demon
To Defeat: Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Monster 2

Spoiler:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insaitable desire to consure your flesh.

Monster 3

Spoiler:
Skeleton
Monster B
Traits: Undead Skelton Basic
To Defeat: Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Monster 4

Spoiler:
Blasphemous Priest
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Random Barriers:

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

Barrier 2

Spoiler:
Corrupted Crusaders
Barrier B
Traits: Cache Skirmish Basic
To Defeat: None
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 3

Spoiler:
Sin Seeker
Barrier 1
Traits: Curse Veteran
To Defeat: None
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Bolas
Weapon B
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Weapon 2

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

Weapon 3

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

Weapon 4

Spoiler:
Longsword
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Detect Demon
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Viper Strike
Spell B
Traits: Magic Arcane Divine Attack Poison Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3

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

Spell 4

Spoiler:
Scorching Ray
Spell 1
Traits: Magic Arcane Attack Fire
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Brilliance
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Random Armor:

Armor 1
Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2

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

Armor 3

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

Armor 4

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

Armor 5

Spoiler:
Wooden Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Random Items:

Item 1
Spoiler:
Caltrop Bead
Item B
Traits: Object Magic Basic
To Acquire: Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Item 2

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 3

Spoiler:
Potion of Striding
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Item 4

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

Random Allies:

Ally 1
Spoiler:
Bat
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 2

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 3

Spoiler:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 4

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

Ally 5

Spoiler:
Blackwing Librarian
Ally B
Traits: Human Wizard Basic
To Acquire: Intelligence Knowledge 6 OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 10 Amaryllis/Void_Eagle

Top of Blessing Discard Pile:

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

Blessings Remaining: 20

Blessings Deck
Displayed: Herald of Iomedae

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

Blessings Deck Cards/Turn Order:

Blessings Deck Card 11 - Turn 11 Ukuja/Yewstance
Spoiler:
Blessing of Deskari
Blessing 1
Traits: Divine Deskari Corrupted Veteran
To Acquire: Survival 7 OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 12 - Turn 12 Erasmus/Greenclaw

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

Blessings Deck Card 13 - Turn 13 Amaryllis/Void_Eagle

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

Blessings Deck Card 14 - Turn 14 Ukuja/Yewstance

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

Blessings Deck Card 15 - Turn 15 Erasmus/Greenclaw

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

Blessings Deck Card 16 - Turn 16 Amaryllis/Void_Eagle

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

Blessings Deck Card 17 - Turn 17 Ukuja/Yewstance

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

Blessings Deck Card 18 - Turn 18 Erasmus/Greenclaw

Spoiler:
Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to 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 Amaryllis/Void_Eagle

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

Blessings Deck Card 20 - Turn 20 Ukuja/Yewstance

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

Blessings Deck Card 21 - Turn 21 Erasmus/Greenclaw

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

Blessings Deck Card 22 - Turn 22 Amaryllis/Void_Eagle

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

Blessings Deck Card 23 - Turn 23 Ukuja/Yewstance

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

Blessings Deck Card 24 - Turn 24 Erasmus/Greenclaw

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

Blessings Deck Card 25 - Turn 25 Amaryllis/Void_Eagle

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

Blessings Deck Card 26 - Turn 26 Ukuja/Yewstance

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

Blessings Deck Card 27 - Turn 27 Erasmus/Greenclaw

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

Blessings Deck Card 28 - Turn 28 Amaryllis/Void_Eagle

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

Blessings Deck Card 29 - Turn 29 Ukuja/Yewstance

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

Blessings Deck Card 30 - Turn 30 Erasmus/Greenclaw

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

Villain Pile

Villain Pile Card 1:
Sophini
Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini
Villain Pile Card 2 (Hosilla):
Hosilla
Villain 1
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 13
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
After you act, Hosilla deals 1 Combat damage to you.
"These mongrels are less than human, and soon they will be less than alive!" ---Hosilla
Villain Pile Card 3 (Jeslyn):
Jeslyn
Villain 1
Type: Monster
Traits: Half-Elf Oracle Mutant
To Defeat: Combat 13
Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Jeslyn by 3.
After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.
"Bring more of your soldiers! there will always be more demons!" ---Jeslyn

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

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle

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

Dark Forest
Closed
At This Location: At the end of your turn, recharge your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Watchtower Card 1:
Cultist of Baphomet
Henchman B
Type: Monster
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.
Scenario: When you would encounter a henchman from a location deck and the number of open locations is equal to or less than the number of cards in the villain pile, instead encounter the top card of the villain pile.
Watchtower Card 2:
Mace
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 3:
Helm of the Valkyrie
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 4:
Lance
Weapon B
Traits: Polearm Melee Piercing 2-Handed Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 5:
Cave Lizard
Monster B
Traits: Animal Basic
To Defeat: Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.
Watchtower Card 6:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Watchtower Card 7:
Magic Scale Mail
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 8:
Athlete
Ally B
Traits: Human Hireling Basic
To Acquire: Dexterity Acrobatics 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.
Watchtower Card 9:
Chief Sull
Ally 1
Traits: Mongrel Aristocrat Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Location: You may summon and defeat a random monster instead of the normal check to acquire this card.


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

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

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

Cultist of Baphomet:

Henchman B
Sophini:

Villain B
Type: Monster
Traits: Human Conjurer Cultist
To Defeat: Combat 12 OR Arcane 9
Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
If undefeated, shuffle the top card of the blissings deck into your location deck.
"Your gods will be consumed, digested, and returned to you unrecognizable." ---Sophini

Summoning a random monster from the box:

Demonic Fly:

Monster 1
Traits: Vermin Demon
To Defeat: Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Using Force Missile against the fly, and borrowing a blessing from Erasmus.
Combat (Arcane) 13: 2d12 + 1 + 2 + 2d4 ⇒ (10, 10) + 1 + 2 + (3, 2) = 28 -> Success, fly is defeated. Everyone takes 1 acid damage, discarding the scale. Attempting the arcane check against Sophini, revealing the spellbook, and borrowing the sign from Erasmus.

Arcane 9: 2d12 + 1 + 2 + 1d4 ⇒ (1, 4) + 1 + 2 + (2) = 10 -> Defeated! Just barely, but still done. The watchtower is closed, so drawing a random weapon:

Bolas:

Weapon B
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Following Erasmus into the watchtower, Amaryllis spots movement out of the corner of her eye. Turning to look, she spots the third member of the coven, who was apparently waiting for her, as he motions a some sort of abyssal fly to attack. Amaryllis makes short work of the fly with her force missile, but the fly spits acid all over her and her companions as it dies. She quickly blocks the acid with the first thing to come to hand: the magical scales they got earlier. They're mostly unharmed, but will need to be cleaned up before they can be used again. Turning to Sophini, Amaryllis gathers her arcane energy and throws it at the witch. The two struggle for a bit to see will control the energy, but Amaryllis eventually overpowers her, and Sophini falls to the ground unconscious.

For defeating a villain with a non-combat Charisma check, I get to check off an extra use of my Liberty's Edge reward.


Congratulations!

Development

The coven has been broken! The three evil women are in the Herald’s command. The Herald of Iomedae is not one to leave a stone unturned.

After hours of strikingly quiet interrogation, the Herald emerges with news. “The Lexicon of Paradox has been discovered in Raliscrad, a ruined city northeast of here. We will marshal our army and take this book back to Queen Galfrey.”

One of your companions mutters something under his breath. “This feels like a trap,” he says.

“It is,” the Herald replies, “so they won’t see our trap coming!”

Reward

Scenario Reward: For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item in her deck with the loot Sacred Prism. At the end of each scenario, return the loot to the game box.

Adventure Reward: Each character gains a skill feat. Everyone also gets a Die Bump due to completing the adventure.

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

Acquired Cards

Demonbane Light Crossbow +1 (Weapon 1)
Bolas (Weapon B)
Hand Crossbow (Weapon B)
Magic Half-Plate (Armor B)
Scale Mail (Armor B)
Ring of Climbing (Item B)
Interrogator (Ally B)
Riding Horse (Ally B)


Adventure 2: War for the Worldwound

Cower, demons! With the information gained in your recent adventure, the Worldwound will be cleansed of its hordes before a fortnight passes!

The good news began when Queen Galfrey came to Kenabres, a shining monument of the land of Mendev. With her came a champion most puissant, the Herald of Iomedae. The Herald spoke of rallying the Fourth Crusade into an army so vast that even the Abyss itself would quake with terror at its righteousness. Surely the goddess knew that victory over the invaders was within our grasp!

The Queen sought a powerful tome called the Lexicon of Paradox. Somewhere in the Worldwound, the Lexicon awaits discovery. The Queen and the Herald believe it can be used to seal the Worldwound forever. What a day that shall be! You began your service as heroes of the Herald by breaking the information network of Abyssal thralls. The pitborn Faxon betrayed his conspirators by revealing their plot to transform the young and infirm into demons—a plot you quickly demolished. To the Herald’s dismay, a mob of giant bats rescued Faxon from his imprisonment on high, whisking him away to the embattled Fort Clearwater on the edge of the Worldwound.

You geared up for a march along the poisoned West Sellen River, enduring the night in the overgrown city of Storasta. To your great chagrin, a demonic tree lord named Carrock ruled the city, and you were tasked to fell him. With your axe-masters by your side, you rid the land of this menace and mounted up for Fort Clearwater.

The fort was in the hands of the troubled alchemist Ylyda Svyn. Her soldiers ragged from constant skirmishes against the demons, Ylyda became obsessed with ending their incursions—going too far in her experiments. You restored order at the fort, marshalling Ylyda to your cause. She gave you some key intelligence: a trio of demonic hags was in league with Faxon, and if you could disrupt their plans, you could learn the whereabouts of the Lexicon.

The Herald joined you for the foray into the Worldwound, and with his leadership, you defeated the sinister coven. The witches divulged that the Lexicon was at the city of Raliscrad, further into the Worldwound.

Now you can see the light. A new day has dawned over the ancient lands of Sarkoris. The Herald is sending out the call to everyone good and true, for the Worldwound will soon be reclaimed!


1-2A: The Frogs

The Herald has sent you to gather an army! It is a pleasure to do his holy bidding, secure in the knowledge that the fight against the demons will soon be at a close.

Traveling from town to town, you plead with the survivors of demonic raids to stand up and take back their lands. “Suffer not in silence,” the Herald commands, “for only you can be your own salvation!” Armed with his words, you have gained a surprising number of converts to the cause. By tomorrow, you should be able to present the Herald with a host he can command.

But first, there is a more pressing matter: the ragtag citizens of Gundrun. Until the last crusade, Gundrun was just another abandoned ruin. As the Third Crusade began, descendants of the native clans returned to their homeland and attempted to reclaim Gundrun. While their efforts resulted in a disastrous failure, it paved the way for further attempts. Today, Gundrun is an improbable phenomenon: a free town of Sarkorians who have returned home, but have so far managed to exist in the shadow of the Worldwound. Here you will find the last remnants of a revered Sarkorian tradition: the summoning practice known as godcalling.

Gundrun’s dedication to the past has not served it well. Demonic invaders have whittled down the populace. The survivors will not venture beyond the Walk of Lost Gods until you have repelled the latest incursion. You must now root out the mongrel-demon hybrid known as Gangrel Fiendsplicer and his horde of froglike mutants. Locals know his minions as the Bloodwater Betrayals. Their leader, Gangrel, has unearthed a process to splice demons into his vivisected subjects, creating fiendish mongrels. Break their hold, and the warriors of Gundrun will ride out with you tomorrow.


Queen Galfrey will be joining you for this scenario!

Queen Galfrey:
Queen Galfrey
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card 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.

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

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules text applies only to that character, and as if its checked medals are those listed on that character’s Chronicle sheet.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Khorramzadeh into its location deck. Treat the villain Khorramzadeh as the villain Gangrel Fiendsplicer.
To win the scenario, defeat and corner Gangrel Fiendsplicer.

Reference Cards:

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

Sacred Prism (Loot)

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

Queen Galfrey (Cohort)

Spoiler:
Queen Galfrey
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card 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.

Blood Demon (Servitor Demon)

Spoiler:
Blood Demon
Henchman 2
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits.
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

Gangrel Fiendsplicer (Villain)

Spoiler:
Gangrel Fiendsplicer
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See Below THEN Combat See Below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.

Wenduag (Henchman)

Spoiler:
Wenduag
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat See Below
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor (Henchman)

Spoiler:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

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

Ulkreth (Arboreal Blight Summon)

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

Corrupted Solider (Corrupted Crusaders Summon)

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

Cultist of Baphomet (Crazed Cultists Summon)

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

Acquired Cards:

Random Monsters:

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

Monster 2

Spoiler:
Mercenary
Monster B
Traits: Human Warrior Vetran
To Defeat: Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.

Monster 3

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

Monster 4

Spoiler:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.

Monster 5

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

Random Barriers:

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

Barrier 2

Spoiler:
Corrupted Crusaders
Barrier B
Traits: Cache Skirmish Basic
To Defeat: None
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 3

Spoiler:
Temptation of Invincibility
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Heavy Crossbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 2

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

Weapon 3

Spoiler:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 4

Spoiler:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Create Pit
Spell B
Traits: Magic Arcane Trap Basic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Spell 2

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

Spell 3

Spoiler:
Brilliance
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4

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

Spell 5

Spoiler:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Spiny Shield
Armor 2
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2

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

Armor 3

Spoiler:
Stalking Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 5

Spoiler:
Helm
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Random Items:

Item 1
Spoiler:
Planar Tuning Fork
Item 2
Traits: Tool Magic
To Acquire: Intelligence Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Item 2

Spoiler:
Nahyndrian Elixer
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Item 3

Spoiler:
Demon Hunter's Handbook
Item B
Traits: Book Veteran
To Acquire: Intelligence Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4

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

Item 5

Spoiler:
Exorcism Kit
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.

Random Allies:

Ally 1
Spoiler:
Riftwarden
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Ally 2

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

Ally 3

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

Ally 4

Spoiler:
Frog
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Ally 5

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

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 1 Ukuja/Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:

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

Blessings Deck Card 3 - Turn 3 Amaryllis/Void_Eagle

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

Blessings Deck Card 4 - Turn 4 Ukuja/Yewstance

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

Blessings Deck Card 5 - Turn 5 Erasmus/Greenclaw

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

Blessings Deck Card 6 - Turn 6 Amaryllis/Void_Eagle

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

Blessings Deck Card 7 - Turn 7 Ukuja/Yewstance

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

Blessings Deck Card 8 - Turn 8 Erasmus/Greenclaw

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

Blessings Deck Card 9 - Turn 9 Amaryllis/Void_Eagle

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

Blessings Deck Card 10 - Turn 10 Ukuja/Yewstance

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

Blessings Deck Card 11 - Turn 11 Erasmus/Greenclaw

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

Blessings Deck Card 12 - Turn 12 Amaryllis/Void_Eagle

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

Blessings Deck Card 13 - Turn 13 Ukuja/Yewstance

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

Blessings Deck Card 14 - Turn 14 Erasmus/Greenclaw

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

Blessings Deck Card 15 - Turn 15 Amaryllis/Void_Eagle

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

Blessings Deck Card 16 - Turn 16 Ukuja/Yewstance

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

Blessings Deck Card 17 - Turn 17 Erasmus/Greenclaw

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

Blessings Deck Card 18 - Turn 18 Amaryllis/Void_Eagle

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

Blessings Deck Card 19 - Turn 19 Ukuja/Yewstance

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

Blessings Deck Card 20 - Turn 20 Erasmus/Greenclaw

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

Blessings Deck Card 21 - Turn 21 Amaryllis/Void_Eagle

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

Blessings Deck Card 22 - Turn 22 Ukuja/Yewstance

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

Blessings Deck Card 23 - Turn 23 Erasmus/Greenclaw

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

Blessings Deck Card 24 - Turn 24 Amaryllis/Void_Eagle

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

Blessings Deck Card 25 - Turn 25 Ukuja/Yewstance

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

Blessings Deck Card 26 - Turn 26 Erasmus/Greenclaw

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

Blessings Deck Card 27 - Turn 27 Amaryllis/Void_Eagle

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

Blessings Deck Card 28 - Turn 28 Ukuja/Yewstance

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

Blessings Deck Card 29 - Turn 29 Erasmus/Greenclaw

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

Blessings Deck Card 30 - Turn 30 Amaryllis/Void_Eagle

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

Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Cell Card 1:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Cell Card 2:
Giant Cockroach
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen. you better check on your backpack full of trail rations, just to make sure it's safe.
Cell Card 3:
Armor of the Pious
Armor 2
Traits: Heavy Armor Magic Healing
To Acquire: Constitution Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cell Card 4:
Pig From Hell
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Don't go back to Munchmeat Farm
Cell Card 5:
Mongrel Archer
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Cell Card 6:
Wenduag
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat See Below
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Cell Card 7:
Raconteur
Ally B
Traits: Gnome Bard
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Cell Card 8:
Potion of Restoration
Item 1
Traits: Liquid Alchemical Elite
To Acquire: Intelligence Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Cell Card 9:
Teamster
Ally B
Traits: Human Hireling Basic
To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Cell Card 10:
Hand Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Defender's Heart Card 1:
Elven Chain Shirt
Armor 1
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal tto 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.
Defender's Heart Card 2:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.
Defender's Heart Card 3:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Defender's Heart Card 4:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Defender's Heart Card 5:
Blasphemous Priest
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Defender's Heart Card 6:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.
Defender's Heart Card 7:
Retainer
Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Defender's Heart Card 8:
Javelin
Weapon B
Traits: Spear Ranged Piercing Basic
To Acquire: Dexterity Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Defender's Heart Card 9:
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Defender's Heart Card 10:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Citadel Card 1:
Force Shortbow +1
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Citadel Card 2:
Giant Fly
Monster B
Traits: Vermin Elite
To Defeat: Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter.
Citadel Card 3:
Spellcaster's Shield
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude Arcane Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Citadel Card 4:
Imperial Army Greathelm
Armor 2
Traits: Heavy Armor Magic Veteran
To Acquire: Constitution Fortitude Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Citadel Card 5:
Chief Sull
Ally 1
Traits: Mongrel Aristocrat Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Citadel Card 6:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Citadel Card 7:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Citadel Card 8:
Teamster
Ally B
Traits: Human Hireling Basic
To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Citadel Card 9:
Eagle Knight Dress Uniform
Armor 1
Traits: Heavy Armor Veteran
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Citadel Card 10:
Cave Lizard
Monster B
Traits: Animal Basic
To Defeat: Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1:
Giant Cockroach
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen. you better check on your backpack full of trail rations, just to make sure it's safe.
Torture Chamber Card 2:
Gossamer Shrouds
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Torture Chamber Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Torture Chamber Card 4:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Torture Chamber Card 5:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Torture Chamber Card 6:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Torture Chamber Card 7:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 8:
Apprentice
Ally B
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Torture Chamber Card 9:
Lann
Ally 1
Traits: Mongrel Guard Veteran
To Acquire: Charisma Diplomacy See Below
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.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Torture Chamber Card 10:
Accursed Priest
Monster 1
Traits: Undead Cleric Veteran
To Defeat: Combat 11 OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.


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

Unless anyone has a preference otherwise, I'll start at the Defender's Heart. I've also started with the Scale of Disguise, since no one seemed to want it previously. If that's changed, let me know and I'll swap it back out.

Amaryllis wrote:

Hand: Surgeon, Frostbite, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Apprentice (UM), Incanter,

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

Skills and Powers:
SKILLS

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

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

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

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


Deck Handler // Searching For: TBD

Ukuja will take the Mythic Heirophant Mythic Path card. I've added its details to my Deck Handler, which now tracks my Mythic Charges and lists my Mythic Path powers in my summary. In addition, my Deck Handler also tracks my Die Bumps under a sub-menu of Skills and Powers titled "ADDITIONAL REWARDS".

Don't forget about your Mythic Paths! That's another 2 skill feats, after all, sort of.

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

Ukuja will start at Citadel's Heart. There's a LOT of allies in this scenario, and they're extra important with the scenario rule, so closing this location - as tiny as the benefit it - is useful. Ukuja is a character who lacks armor, and so particularly wants to stay far away from the Torture Chamber where an annoying BYA or AYA effect is liable to wipe his hand.

Ukuja chooses to start with the Hunter Class Deck Cohorts Leryn and Giant Chameleon. The Chameleon's potential bonus to checks (outside of just combat) may help me ensure I don't fail to acquire an ally.

Ukuja chooses Weapon as his favored card type, and draws his starting hand.

I recommend that the amazing Queen Galfrey cohort goes to Erasmus, since he excels; far beyond anyone else, at using 'spare' boons (or indeed, any card type). In particular, I recommend he use her "Banish to examine 5 cards" very early on (perhaps on the first turn?) before he starts his turn, so that he can recharge a bunch of cards to add a massive static bonus to his checks, then explore off the back of a handful of allies aggressively.

Ukuja wrote:

Hand: Fox, Call Animal, Blessing of the Ancients 2, Crow, Javelin, Blessing of the Gods, Leryn, Giant Chameleon,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Pretty decent hand, besides the lack of a re-usable weapon.
Mythic Charges: 2

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [ ] 7
Proficient with: Light Armors // Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Each scenario, choose 2 Hunter Deck cohorts.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1
Mythic Hierophant:
Mythic Path B

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

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


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

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

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

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

Giant Chameleon:
Traits
Animal

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

While displayed, you may evade monsters you encounter.

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

My proper turn will be in another post. For simplicity's sake, I'll start the game as mentioned, but I'd rather Ukuja not go first as a general rule if possible since it forces him to skip a Leryn-examination.


Deck Handler // Searching For: TBD

Damnit. I lost my turn due to a cache issue. I didn't even try to change windows; my browser just decided to crap itself, so I can't necessarily say it's Paizo's fault (besides not saving your post drafts).

I'll have to re-do my turn later, perhaps in a few hours. I'll repeat my actions to the letter, unless Erasmus jumps in and does his Queen Galfrey examination first.


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

Ok, so Erasmus will start at the Cell. Happy to take the Queen as a cohort.

I'm on an interstate work trip tomorrow and have to leave for a plane at the crack of dawn so will be heading to an early bedtime as well tonight. Will essentially be out of action for about 24 hours, give or take.

Erasmus wrote:

Hand: Detect Thoughts, Force Missile, Sign of the Lantern Bearer, Crystal Mail, Sign of the Pack 2, Spirit Relatives, Queen Galfrey,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Use signs for extra die as needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Deck Handler // Searching For: TBD

Ugh. Redoing my turn.

Ukuja is less than thrilled as his latest tasking. Raising an army of men was not among his expectations in these lands... and yet, the presence and encouragement of the Herald is somehow intoxicating, in its own way. Ukuja feels a remarkable pride in building the rapport and support among the denizens of the landscape to build a coordinated effort into reclaiming the toxic land and starting the first step on the road to the renewal of nature; a renewal that will never occur as long as the scar in the plane remains.

Even so, no matter how noble the pursuit... it concerns the Hunter that he is ever less sure of where his own motives end and those of the powerful, divine Herald begin. For all of the glory, inspiration and power that the Herald brings, Ukuja worries as to what it means for his independence, and if circumstance conspires to paint him into something he isn't. Perhaps this is how Cecillia felt... or perhaps she was wise enough to avoid such arrangements with such beings.

And yet. Ukuja finds himself more perceptive, more powerful than ever before. With the Gods' own wills driving their actions, Ukuja finds himself faster, stronger and more able to easily bend even the most monstrous of beasts to his whim. His doubts keep him grounded... but perhaps as they begin to melt away, he is also learning that they have held him back. Is this his new calling?

Ukuja starts his turn.
Ukuja displays Leryn and Giant Chameleon.
Ukuja hands Blessing of the Gods to Amaryllis. You may hand it back or you may keep it; either way I get a bonus draw during my hand reset by handing it off.

Ukuja takes his free exploration.
Defender's Heart Card 1: Elven Chain Shirt

Elven Chain Shirt:
Armor 1
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal tto 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.
Constitution 6: 1d6 ⇒ 6 -> Surprising! Elven Chain Shirt acquired.

Ukuja finds a meeting place resembling a tavern in Gundrun; largely acting as the centre of activity of the remaining population. Haunted faces, downcast eyes. The tavern stinks of despair.

Ukuja must rouse these men and women to action, but first he needs information from them so that he may track down Gangrel. They are fearful and reluctant to speak, and Ukuja gathers little of value, but when he overhears one of the inebriated patrons trying to wager a piece of valuable elven armor - no doubt scavenged from somewhere - at a nearby gambling table, Ukuja steps in and offers to buy it from him directly; much to the relief of the other patrons who were less than happy with the lack of obvious coinage from the drunk. The guy glares suspiciously at Ukuja, and slurs out a few choice words. Ukuja doesn't have the time or the patience to deal with him, so he leaves a small sack of coins on the table - a fair amount, in a land like this - and simply takes the well-crafted chain shirt with him. The drunk rants and tries to follow, but Ukuja quickly - and quietly - gives him a very well-placed kick in the shin with enough strength to cause the drunk to trip, and the elf takes his leave whilst the remainder of the tavern appears to ignore the drunk now ranting on the floor.

Ukuja discards Crow to explore again.
Defender's Heart Card 2: Spectre

Spectre:
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
The annoying thing is, that when I first did my turn I strongly considered topdecking Leryn to see what was coming up, because I felt rather blind without examinations. I ultimately decided against it because I felt well-equipped and I dislike giving up my draws to re-drawing my Cohorts, and so I ended up with this. Not that it's the worst fate; it doesn't require me to use my weapon, at least.
Divine 7: 1d10 + 2 + 2 ⇒ (6) + 2 + 2 = 10 -> Passed, but Spectre is undefeated and shuffed back into the Defender's Heart due to the lack of Magic trait. Ukuja is moved to a random location.
Movement: 1d4 ⇒ 3 -> Ukuja is moved to the Citadel.

Ukuja feels an odd chill come over him as he leaves the tavern, and elects to leave this area as fast as possible. He calls his animal companions to his side, and makes way towards a different section of what remains of Gundrun.

Ukuja sets aside Call Animal to search and draw Bat from his deck. Recharged pile cleared.
Divine 6 (Recharge): 1d10 + 2 + 2 ⇒ (8) + 2 + 2 = 12 -> Call Animal recharged.

Ukuja discards Bat to explore again, adding 1d4 to his Ranged and Survival checks.
Citadel Card 1: Force Shortbow +1

Force Shortbow +1:
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
By exploring with the Bat, Ukuja adds 1d4 to his Ranged check. Ukuja recharges Blessing of Ancients (the top card of the Blessings discard pile is basic) to add a die.
Ranged 10: 2d10 + 2 + 1d4 ⇒ (9, 7) + 2 + (1) = 19 -> Force Shortbow +1 acquired.

Ukuja discards Fox to explore again.
Citadel Card 2: Giant Fly

Giant Fly:
Monster B
Traits: Vermin Elite
To Defeat: Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
Annoying. Ukuja buries, and additionally banishes, Javelin for combat.
Combat 9 (Ranged): 1d10 + 2 + 4d6 ⇒ (6) + 2 + (4, 3, 2, 4) = 21 -> Giant Fly defeated. Giant Fly is shuffled into another open location.
Giant Fly: 1d3 ⇒ 2 -> Giant Fly is shuffled into Defender's Heart.

Ukuja technically pauses before the end of his turn for Erasmus to use Queen Galfrey, if he intends to before the start of his turn. My recommendation would be to dredge armor and allies out of the boon-heavy Citadel, recharge your armors for a colossal bonus to your checks then burn allies for some mighty explorations.
I'll finish my hand reset, though, since it won't affect me.

Whilst Ukuja assess the quality of his weapons during travel, he loses one of his javelins when he throws at a monstrously large vermin creature that approached from a wide distance, clearly twisted by the landscape. Ukuja didn't let it get close to him or his animal companions, concerned by what diseases it may have harbored; his shot didn't hit the fast-moving creature, but it did shoo it away to somewhere else.

Ukuja ends his turn, using the Citadel's ability to search his deck to find and add Snow Leopard into his hand. Deck shuffled and recharged pile cleared.
Ukuja resets his hand.

Ukuja wrote:

Hand: Force Shortbow +1 B, Elven Chain Shirt, Snow Leopard, Terbutje, Desna's Star, Blessing of the Elements,

Displayed: Leryn, Giant Chameleon,
Deck: 7 Discard: 3 Buried: 0
Notes: Feel free to use my Snow Leopard and/or my Force Shortbow +1 if you need the combat assistance. My Blessing of the Elements is also free to use.

As always, you may topdeck Leryn if you want Ukuja to examine the top two cards of his location deck (Citadel).
Mythic Charges: 2

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [ ] 7
Proficient with: Light Armors // Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Each scenario, choose 2 Hunter Deck cohorts.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1
Mythic Hierophant:
Mythic Path B

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

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


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

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

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

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

Giant Chameleon:
Traits
Animal

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

While displayed, you may evade monsters you encounter.

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

Blessing of the Gods was handed to Amaryllis.


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

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules text applies only to that character, and as if its checked medals are those listed on that character’s Chronicle sheet.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Khorramzadeh into its location deck. Treat the villain Khorramzadeh as the villain Gangrel Fiendsplicer.
To win the scenario, defeat and corner Gangrel Fiendsplicer.

Reference Cards:

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

Sacred Prism (Loot)

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

Queen Galfrey (Cohort)

Spoiler:
Queen Galfrey
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card 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.

Blood Demon (Servitor Demon)

Spoiler:
Blood Demon
Henchman 2
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits.
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

Gangrel Fiendsplicer (Villain)

Spoiler:
Gangrel Fiendsplicer
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See Below THEN Combat See Below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.

Wenduag (Henchman)

Spoiler:
Wenduag
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat See Below
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor (Henchman)

Spoiler:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

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

Ulkreth (Arboreal Blight Summon)

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

Corrupted Solider (Corrupted Crusaders Summon)

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

Cultist of Baphomet (Crazed Cultists Summon)

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

Acquired Cards:

Force Shortbow +1 (Weapon 1)
Spoiler:
Force Shortbow +1
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Elven Chain Shirt (Armor 1)

Spoiler:
Elven Chain Shirt
Armor 1
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal tto 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.

Random Monsters:

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

Monster 2

Spoiler:
Mercenary
Monster B
Traits: Human Warrior Vetran
To Defeat: Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.

Monster 3

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

Monster 4

Spoiler:
Mongrel Ranger
Monster B
Traits: Mongrel Ranger Elite
To Defeat: Combat See Below
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.

Monster 5

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

Random Barriers:

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

Barrier 2

Spoiler:
Corrupted Crusaders
Barrier B
Traits: Cache Skirmish Basic
To Defeat: None
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 3

Spoiler:
Temptation of Invincibility
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Heavy Crossbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 2

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

Weapon 3

Spoiler:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 4

Spoiler:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Create Pit
Spell B
Traits: Magic Arcane Trap Basic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Spell 2

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

Spell 3

Spoiler:
Brilliance
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4

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

Spell 5

Spoiler:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Spiny Shield
Armor 2
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2

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

Armor 3

Spoiler:
Stalking Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 5

Spoiler:
Helm
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Random Items:

Item 1
Spoiler:
Planar Tuning Fork
Item 2
Traits: Tool Magic
To Acquire: Intelligence Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Item 2

Spoiler:
Nahyndrian Elixer
Item 2
Traits: Liquid Temptation Corrupted Mythic
To Acquire: Intelligence Craft Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Item 3

Spoiler:
Demon Hunter's Handbook
Item B
Traits: Book Veteran
To Acquire: Intelligence Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 4

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

Item 5

Spoiler:
Exorcism Kit
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.

Random Allies:

Ally 1
Spoiler:
Riftwarden
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Ally 2

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

Ally 3

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

Ally 4

Spoiler:
Frog
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Ally 5

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

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 2 Erasmus/Greenclaw

Top of Blessing Discard Pile:

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

Blessings Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:

Blessings Deck Card 3 - Turn 3 Amaryllis/Void_Eagle
Spoiler:
Blessing of Ascension
Blessing B
Traits: Divine Mythic Basic
To Acquire: Charisma 6 OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 4 - Turn 4 Ukuja/Yewstance

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

Blessings Deck Card 5 - Turn 5 Erasmus/Greenclaw

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

Blessings Deck Card 6 - Turn 6 Amaryllis/Void_Eagle

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

Blessings Deck Card 7 - Turn 7 Ukuja/Yewstance

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

Blessings Deck Card 8 - Turn 8 Erasmus/Greenclaw

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

Blessings Deck Card 9 - Turn 9 Amaryllis/Void_Eagle

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

Blessings Deck Card 10 - Turn 10 Ukuja/Yewstance

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

Blessings Deck Card 11 - Turn 11 Erasmus/Greenclaw

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

Blessings Deck Card 12 - Turn 12 Amaryllis/Void_Eagle

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

Blessings Deck Card 13 - Turn 13 Ukuja/Yewstance

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

Blessings Deck Card 14 - Turn 14 Erasmus/Greenclaw

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

Blessings Deck Card 15 - Turn 15 Amaryllis/Void_Eagle

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

Blessings Deck Card 16 - Turn 16 Ukuja/Yewstance

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

Blessings Deck Card 17 - Turn 17 Erasmus/Greenclaw

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

Blessings Deck Card 18 - Turn 18 Amaryllis/Void_Eagle

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

Blessings Deck Card 19 - Turn 19 Ukuja/Yewstance

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

Blessings Deck Card 20 - Turn 20 Erasmus/Greenclaw

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

Blessings Deck Card 21 - Turn 21 Amaryllis/Void_Eagle

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

Blessings Deck Card 22 - Turn 22 Ukuja/Yewstance

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

Blessings Deck Card 23 - Turn 23 Erasmus/Greenclaw

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

Blessings Deck Card 24 - Turn 24 Amaryllis/Void_Eagle

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

Blessings Deck Card 25 - Turn 25 Ukuja/Yewstance

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

Blessings Deck Card 26 - Turn 26 Erasmus/Greenclaw

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

Blessings Deck Card 27 - Turn 27 Amaryllis/Void_Eagle

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

Blessings Deck Card 28 - Turn 28 Ukuja/Yewstance

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

Blessings Deck Card 29 - Turn 29 Erasmus/Greenclaw

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

Blessings Deck Card 30 - Turn 30 Amaryllis/Void_Eagle

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

Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Greenclaw

Cell Card 1:
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Cell Card 2:
Giant Cockroach
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen. you better check on your backpack full of trail rations, just to make sure it's safe.
Cell Card 3:
Armor of the Pious
Armor 2
Traits: Heavy Armor Magic Healing
To Acquire: Constitution Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Cell Card 4:
Pig From Hell
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Don't go back to Munchmeat Farm
Cell Card 5:
Mongrel Archer
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Cell Card 6:
Wenduag
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat See Below
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Cell Card 7:
Raconteur
Ally B
Traits: Gnome Bard
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Cell Card 8:
Potion of Restoration
Item 1
Traits: Liquid Alchemical Elite
To Acquire: Intelligence Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Cell Card 9:
Teamster
Ally B
Traits: Human Hireling Basic
To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Cell Card 10:
Hand Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/Void_Eagle

Defender's Heart Card 1:
Javelin
Weapon B
Traits: Spear Ranged Piercing Basic
To Acquire: Dexterity Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Defender's Heart Card 2:
Retainer
Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Defender's Heart Card 3:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.
Defender's Heart Card 4:
Giant Fly
Monster B
Traits: Vermin Elite
To Defeat: Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter.
Defender's Heart Card 5:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Defender's Heart Card 6:
Blasphemous Priest
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Defender's Heart Card 7:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Defender's Heart Card 8:
Fortune-Teller
Ally 1
Traits: Human Oracle
To Acquire: Charisma Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Defender's Heart Card 9:
Spectre
Monster 2
Traits: Undead Incorporeal Elite
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask.
Defender's Heart Card 10:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Yewstance

Citadel Card 1:
Spellcaster's Shield
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude Arcane Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Citadel Card 2:
Imperial Army Greathelm
Armor 2
Traits: Heavy Armor Magic Veteran
To Acquire: Constitution Fortitude Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Citadel Card 3:
Chief Sull
Ally 1
Traits: Mongrel Aristocrat Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Citadel Card 4:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Citadel Card 5:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Citadel Card 6:
Teamster
Ally B
Traits: Human Hireling Basic
To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Citadel Card 7:
Eagle Knight Dress Uniform
Armor 1
Traits: Heavy Armor Veteran
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Citadel Card 8:
Cave Lizard
Monster B
Traits: Animal Basic
To Defeat: Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1:
Giant Cockroach
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen. you better check on your backpack full of trail rations, just to make sure it's safe.
Torture Chamber Card 2:
Gossamer Shrouds
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Torture Chamber Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Torture Chamber Card 4:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Torture Chamber Card 5:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Torture Chamber Card 6:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.
Torture Chamber Card 7:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 8:
Apprentice
Ally B
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Torture Chamber Card 9:
Lann
Ally 1
Traits: Mongrel Guard Veteran
To Acquire: Charisma Diplomacy See Below
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.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Torture Chamber Card 10:
Accursed Priest
Monster 1
Traits: Undead Cleric Veteran
To Defeat: Combat 11 OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.


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

Super long day today with a round trip interstate for an all day work meeting and back. Too exhausted for what I expect may be a big first turn for Erasmus. I'll make it a priority for tomorrow morning my time and then should be back onto regular at least once a day posting again.


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

During Ukuja's turn:

Erasmus is honoured to have Queen Galfrey herself accompanying him. She has agreed to visit the cellblock with him, to pardon and release any prisoners in there that have shown remorse for their previous crimes and wish to serve in the Crusade against the demons.

Banish Queen Galfrey to examine top 5 cards of location deck:
1- Arboreal Blight YUCK!
2- Giant Cockroach
3- Armor of the Pious Acquired!
4- Pig From Hell
5- Mongrel Archer Acquired!

Hmmm, 3 of the 4 banes in the deck in the top 4 cards of the location and only 1 ally in the top 5. Not a great haul.

As it turns out, not many of the inmates are worthy or brave enough for the calling. Only a mongrelman archer convicted for hunting on a noble's land is willing to help with the cause. The warden does provide a donation, however, in the form of a fine piece of armor confiscated from a deserter.

Start of turn: Recharge two armors to add +3 to checks for the rest of the turn.

During the inspections of the prison, the inmates share their fears about living trees that threaten them through the bars at night, extending their tendrils into the cells and pushing their evil faces up against the windows. Erasmus considers whether to help deal with the threat.

Arboreal Blight is my least favourite card in all of PACG, but do we just get it over with and deal with it now, or do we think we'll have some way of avoiding this later? Tossing up whether to just go ahead and explore now and encounter the blight, or try and move somewhere else and get a less annoying card. With a DC17, Erasmus would need to pretty much use all of his hand, including the BYA and AYA Damage to have a chance at it, so that would be the end of the turn, either way. Perhaps trying to head somewhere else is the go for now?

Oh, and a quick question. If some of the promo cards are in the deck, why not Valais Durant? Any chance we can use her going forward? No big dramas if not, but it would just be adding her to the list of cohorts available at the start of each game, when there are other cohorts in play.

Not sure if he evens believes the inmates, Erasmus decides to head to the Defender' Heart for a quick drink with Amaryllis before attempting to deal with the evil trees.

Attempt to move from Cell.
Strength DC7: 1d6 + 3 ⇒ (4) + 3 = 7
Move to Defender's Heart. Explore

Javelin:

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

Auto acquire with a +3 to the check.

On the way there, Erasmus picks up a discard spear of the ground...just in case there actually are any nasty trees on the path to the pub! The archer agrees to scout ahead and warn of any danger.

Discard Mongrel Archer to explore again.

Retainer:

Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.

Auto acquire with +3 to the check.

No trees thankfully, but the mongrelman enlists another possible ally to help in the search.

Discard Retainer to explore again.

Spectre:

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

There is a scream from ahead as the young man cries out that he's seen a ghost. Erasmus is very keen to investigate and rushes to help.

Display Spirit Relatives. Put marker on Balsamo
Force Missile.
Combat (Arcane) DC11: 1d8 + 1 + 3 + 2d4 ⇒ (4) + 1 + 3 + (2, 1) = 11 Defeated!
Recharge - Arcane DC6: 1d8 + 1 + 3 ⇒ (2) + 1 + 3 = 6

Discard Sign of the Lantern Bearer to explore again.

Giant Fly:

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

The hygeine at the inn doesn't seem to be up to standard, as a giant fly buzzes out of the door.

Banish Javelin
Combat (Dexterity): 1d8 + 4d6 + 3 ⇒ (4) + (6, 4, 3, 6) + 3 = 26

Erasmus impressively manages to scare the insect off with a throw of the spear...

Fly buzzes of to: Random other location: 1d3 ⇒ 3 Torture Chamber!

End Turn. Reset Hand.

Erasmus wrote:

Hand: Detect Thoughts, Hand Crossbow, Planchette, Sacred Prism, Sign of the Pack 2,

Displayed: Spirit Relatives (Balsamo),
Deck: 11 Discard: 3 Buried: 0
Notes: Use signs for extra die as needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Deck Handler // Searching For: TBD

Since the queen can examine any location, I personally would've recommended examining the Citadel (6/8 = 75% boons) rather than the Cell (6/10 = 60% boons), but nice turn, and great job examining the Arboreal Blight! We can prepare for that with armor and the like; Ukuja can always evade his encounter, at least.


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

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

Amaryllis stays at the Defender's Heart, and takes her free exploration.

Zombie:

Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstretched. Apparently, it has an insatiable desire to consume your flesh.

(GM note: outstretched is misspelled)

Using Frostbite to take care of the zombie, recharging apprentice to help out.

Combat (Arcane 9): 1d12 + 2 + 2 + 2 + 1d6 + 1d6 ⇒ (3) + 2 + 2 + 2 + (2) + (6) = 17 -> Success, Zombie defeated.
Recharge: Arcane 7: 1d12 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8 -> Recharged

Following Erasmus back outside, Amaryllis spots a zombie coming around the corner of the inn. Quickly gathering her energy, she freezes the zombie in place and destroys it.

Amaryllis ends her turn and resets her hand.

Amaryllis wrote:

Hand: Surgeon, Bracers of Protection, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Incanter, Blessing of the Gods (Ukuja),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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


Deck Handler // Searching For: TBD

Ukuja starts his turn.
Blessing of Ascension discarded from the blessings deck.
Ukuja examines the top card of the Citadel with Leryn's power.

Citadel Card 1: Spellcaster's Shield

I'd rather close the Defender's Heart early, and that shield might be better for one of you two so you can ignore all of the damage from the Arboreal Blight summons, if we end up fighting it. Our other options are to Detect Thoughts there to shuffle the deck, or to have Ukuja evade it... or to just leave the Cell as the last location and see if we can shuffle the villain into there after we summon and build its location.

Anyway. Ukuja moves to the Defender's Heart, then takes his free exploration.
Defender's Heart Card 6: Blasphemous Priest

Blasphemous Priest:
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Ukuja reveals Force Shortbow for combat and places Giant Chameleon on top of his deck to add an additional 1d6.
Combat 10 (Survival): 1d10 + 2 + 1d6 + 1 + 1d6 ⇒ (10) + 2 + (4) + 1 + (1) = 18 -> Blasphemous Priest defeated.

Ukuja discards Snow Leopard to explore his location.
Defender's Heart Card 7: Mongrel Traitor

Mongrel Traitor:
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Difficulty is equal to Random Monster 1 (Crocodile) -> 13
Ukuja reveals Terbutje for combat.
Combat 13 (Survival): 1d10 + 4 + 2 + 2d4 ⇒ (7) + 4 + 2 + (1, 4) = 18 -> All "1s" on d4s were replaced with "3s" and Terbutje discarded, bringing the total to 20. Mongrel Traitor defeated.

Ukuja attempts to close the Defender's Heart by summoning and acquiring a random ally.
Random Ally 1: Riftwarden

Riftwarden:
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Damn! I thought either I'd blitz it with Survival or instead burn a Mythic Charge for a 1d20+2 Charisma, but this doesn't even have Charisma as an option! Intelligence it is, but I'll need help.

Erasmus discards a Sign of his choice to add a die.
Ukuja discards Blessing of the Elements to add a die.

Intelligence 7: 3d6 ⇒ (3, 3, 4) = 10 -> Riftwarden acquired and Defender's Heart is closed.

Ukuja ends his turn, recharging Desna's Star to randomly recharge Terbutje from his discard pile. (Ugh, the worst of the 6 possible cards to heal)
Ukuja resets his hand.
Flavour text will be edited in soon.

Ukuja wrote:

Hand: Force Shortbow +1 B, Elven Chain Shirt, Giant Chameleon, Call Animal, Blessing of the Ancients, Blessing of the Ancients 2,

Displayed: Leryn,
Deck: 6 Discard: 5 Buried: 0
Notes: My Blessings are both free to use, and recharge if the top card of the blessings deck is basic. Call Animal may be used to help acquire an Animal ally, and Force Shortbow can be used for emergency combat bonuses.
Mythic Charges: 2

Skills and Powers:
SKILLS

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

(* = Modified by my Mythic Path)
Favored Card: Ally or Weapon
Hand Size 6 [ ] 7
Proficient with: Light Armors // Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
Each scenario, choose 2 Hunter Deck cohorts.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1
Mythic Hierophant:
Mythic Path B

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

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


Leryn:
Traits
Animal

Powers
(Owner: Adowyn)

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

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

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

Giant Chameleon:
Traits
Animal

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

While displayed, you may evade monsters you encounter.

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

Erasmus must discard a sign.
At the start of Erasmus' turn, Ukuja displays Giant Chameleon again.


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

Off turn: Discard Sign of the Pack.

With one location closed, Erasmus will wait until the Mongrel Village deck is built before taking his turn.


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

During This Adventure: The servitor demon is the henchman Blood Demon.
Each character treats the troop Knights of Kenabres as if the rules text applies only to that character, and as if its checked medals are those listed on that character’s Chronicle sheet.

During This Scenario: When you fail to acquire an ally, discard the top card of the blessings deck.
After closing 1 location, summon and build the location Mongrel Village and shuffle the villain Khorramzadeh into its location deck. Treat the villain Khorramzadeh as the villain Gangrel Fiendsplicer.
To win the scenario, defeat and corner Gangrel Fiendsplicer.

Additional Rules:

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

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

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

Reference Cards:

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

Sacred Prism (Loot)

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

Queen Galfrey (Cohort)

Spoiler:
Queen Galfrey
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card 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.

Valais Durant (Cohort)

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

Blood Demon (Servitor Demon)

Spoiler:
Blood Demon
Henchman 2
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 17
The Blood Demon is immune to the Electricity and Poison traits.
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

Gangrel Fiendsplicer (Villain)

Spoiler:
Gangrel Fiendsplicer
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See Below THEN Combat See Below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.

Wenduag (Henchman)

Spoiler:
Wenduag
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat See Below
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor (Henchman)

Spoiler:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Fiendish Tree (Arboreal Blight Summon)

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

Ulkreth (Arboreal Blight Summon)

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

Corrupted Solider (Corrupted Crusaders Summon)

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

Cultist of Baphomet (Crazed Cultists Summon)

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

Mythic Archmage (Mythic Path)

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

Mythic Champion (Mythic Path)

Spoiler:
Mythic Champion
Mythic Path B
Add your number of mythic charges to your Strength or Dexterity check. Then you may expend 1 or more charges. If you do, ignore effects that increase the difficulty of the 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 ignore the powers on a non-villain monster you encounter; if the monster is a henchman from the location deck and is defeated, you may attempt to close that location.

Mythic Guardian (Mythic Path)

Spoiler:
Mythic Guardian
Mythic Path B
Add your number of mythic charges to your Strength or Constitution 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 you may reroll any dice that rolled a value of 1; take the new result.
When a character is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing required and automatically closes the location.

Mythic Hierophant (Mythic Path)

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

Mythic Marshal (Mythic Path)

Spoiler:
Mythic Marshal
Mythic Path B
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Mythic Trickster (Mythic Path)

Spoiler:
Mythic Trickster
Mythic Path B
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.

Shield of Iomedae (Mythic Path)

Spoiler:
Shield of Iomedae
Mythic Path 5
Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
If you expend 5 or more charges on a single check, each character gets a charge.

Sword of Iomedae (Mythic Path)

Spoiler:
Sword of Iomedae
Mythic Path 5
Add your number of mythic charges to your Strength, Wisdom, or Charisma check. Then you may expend 1 or more charges. If you do, ignore effects that increase the difficulty of the 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 allow a character at your location to shuffle his discard pile into his deck, then that character may reset his hand.

Redemption Card

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

Knights of Kenabres

Spoiler:
Knights of Kenabres
Troop B
While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checked skills:
  • [b]Righteous Medal of Valor: Strength
  • Righteous Medal of Agility: Dexterity
  • Righteous Medal of Vigor: Constitution
  • Righteous Medal of Clarity: Intelligence
  • Righteous Medal of Spirit: Wisdom
  • Righteous Medal of Command: Charisma

Champions of Mendev
[spoiler]Champions of Mendev
Troop 6
While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • [b]Mythic Medal of Valor: Melee: Strength +5
  • Mythic Medal of Agility: Ranged: Dexterity +5
  • Mythic Medal of Vigor: Fortitude: Constitution +5
  • Mythic Medal of Clarity: Knowledge: Intelligence +5
  • Mythic Medal of Spirit: Divine: Wisdom +5
  • Mythic Medal of Command: Arcane: Charisma +5

[spoiler=Acquired Cards]
Force Shortbow +1 (Weapon 1)
Spoiler:
Force Shortbow +1
Weapon 1
Traits: Bow Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Javelin (Weapon B)

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

Armor of the Pious (Armor 2)

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

Elven Chain Shirt (Armor 1)

Spoiler:
Elven Chain Shirt
Armor 1
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal tto 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.

Mongrel Archer (Ally 1)

Spoiler:
Mongrel Archer
Ally 1
Traits: Mongrel Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.

Riftwarden (Ally 1)

Spoiler:
Riftwarden
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Retainer (Ally B)

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

Random Monsters:

Monster 1
Spoiler:
Cultist Archer
Monster 2
Traits: Half-Elf Cultist Ranger
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order.

Monster 2

Spoiler:
Vampire Spawn
Monster B
Traits: Undead Elite
To Defeat: Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him. Fortunately, vampire spawn cannot spawn more vampries.

Monster 3

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

Monster 4

Spoiler:
Skeleton
Monster B
Traits: Undead Skelton Basic
To Defeat: Combat 8
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Monster 5

Spoiler:
Demonic Fly
Monster 1
Traits: Vermin Demon
To Defeat: Combat 13
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Random Barriers:

Barrier 1
Spoiler:
Temptation of Attraction
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 2

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

Barrier 3

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

Barrier 4

Spoiler:
Death of Righteousness
Barrier 2
Traits: Trap Mental Magic
To Defeat: Wisdom 12 OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Barrier 5

Spoiler:
Crazed Cultists
Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Random Weapons:

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

Weapon 2

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

Weapon 3

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

Weapon 4

Spoiler:
Heavy Crossbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Dismissal
Spell 2
Traits: Magic Arcane Divine Attack Veteran
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Sanctuary
Spell B
Traits: Magic Divine Mental Basic
To Acquire: Wisdom Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3

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

Spell 4

Spoiler:
Dismissal
Spell 2
Traits: Magic Arcane Divine Attack Veteran
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Magic Scale Mail
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2

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

Armor 3

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

Armor 4

Spoiler:
Magic Half-Plate
Armor B
Traits: Heavy Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Helm of the Valkyrie
Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Goblin Skull Bomb
Item P
Traits: Object Alchemical Attack Mythic
To Acquire: Intelligence Craft 11 OR BURY AN ALLY
Banish this card to add 1d20 to your combat check. You may additionally expend any number of mythic charges; for each charge expended, add 1d20. If you defeat the bane by at least 5, each character at your location is dealt 1d6 Fire damage. If you have the Goblin trait, bury this card instead of banishing it.
Can't put it back together, but you can get a new skull.

Item 2

Spoiler:
Exorcism Kit
Item B
Traits: Tool Veteran
To Acquire: Wisdom Divine 8
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Item 3

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

Item 4

Spoiler:
Manual of War
Item 1
Traits: Book
To Acquire: Melee Ranged 8
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Item 5

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

Random Allies:

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

Ally 2

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

Ally 3

Spoiler:
Recruit
Ally B
Traits: Human Soldier Basic
To Acquire: Charisma Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Ally 4

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

Ally 5

Spoiler:
Riftwarden
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Knowledge 7 OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 5 Erasmus/Greenclaw

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:

Blessings Deck Card 6 - Turn 6 Amaryllis/Void_Eagle
Spoiler:
Blessing of Baphomet
Blessing B
Traits: Divine Baphomet Corrupted
To Acquire: Melee 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Blessings Deck Card 7 - Turn 7 Ukuja/Yewstance

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

Blessings Deck Card 8 - Turn 8 Erasmus/Greenclaw

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

Blessings Deck Card 9 - Turn 9 Amaryllis/Void_Eagle

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

Blessings Deck Card 10 - Turn 10 Ukuja/Yewstance

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

Blessings Deck Card 11 - Turn 11 Erasmus/Greenclaw

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

Blessings Deck Card 12 - Turn 12 Amaryllis/Void_Eagle

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

Blessings Deck Card 13 - Turn 13 Ukuja/Yewstance

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

Blessings Deck Card 14 - Turn 14 Erasmus/Greenclaw

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

Blessings Deck Card 15 - Turn 15 Amaryllis/Void_Eagle

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

Blessings Deck Card 16 - Turn 16 Ukuja/Yewstance

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

Blessings Deck Card 17 - Turn 17 Erasmus/Greenclaw

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

Blessings Deck Card 18 - Turn 18 Amaryllis/Void_Eagle

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

Blessings Deck Card 19 - Turn 19 Ukuja/Yewstance

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

Blessings Deck Card 20 - Turn 20 Erasmus/Greenclaw

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

Blessings Deck Card 21 - Turn 21 Amaryllis/Void_Eagle

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

Blessings Deck Card 22 - Turn 22 Ukuja/Yewstance

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

Blessings Deck Card 23 - Turn 23 Erasmus/Greenclaw

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

Blessings Deck Card 24 - Turn 24 Amaryllis/Void_Eagle

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

Blessings Deck Card 25 - Turn 25 Ukuja/Yewstance

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

Blessings Deck Card 26 - Turn 26 Erasmus/Greenclaw

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

Blessings Deck Card 27 - Turn 27 Amaryllis/Void_Eagle

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

Blessings Deck Card 28 - Turn 28 Ukuja/Yewstance

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

Blessings Deck Card 29 - Turn 29 Erasmus/Greenclaw

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

Blessings Deck Card 30 - Turn 30 Amaryllis/Void_Eagle

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

Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Cell Card 1 (Arboreal Blight):
Arboreal Blight
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Cell Card 2 (Giant Cockroach):
Giant Cockroach
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen. you better check on your backpack full of trail rations, just to make sure it's safe.
Cell Card 3 (Pig From Hell):
Pig From Hell
Monster P
Traits: Animal Demon Mythic Veteran
To Defeat: Combat 6 THEN Combat 6 THEN Combat 6
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.
Don't go back to Munchmeat Farm
Cell Card 4:
Wenduag
Henchman 1
Type: Monster
Traits: Mongrel Ranger
To Defeat: Combat See Below
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Cell Card 5:
Raconteur
Ally B
Traits: Gnome Bard
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Cell Card 6:
Potion of Restoration
Item 1
Traits: Liquid Alchemical Elite
To Acquire: Intelligence Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Cell Card 7:
Teamster
Ally B
Traits: Human Hireling Basic
To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Cell Card 8:
Hand Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Defender's Heart
Closed
At This Location: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/Void_Eagle, Erasmus/Greenclaw, Ukuja/Yewstance

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Citadel Card 1 (Spellcaster's Shield):
Spellcaster's Shield
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude Arcane Divine 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Citadel Card 2:
Imperial Army Greathelm
Armor 2
Traits: Heavy Armor Magic Veteran
To Acquire: Constitution Fortitude Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Citadel Card 3:
Chief Sull
Ally 1
Traits: Mongrel Aristocrat Elite
To Acquire: Charisma Diplomacy See Below
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Citadel Card 4:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Citadel Card 5:
Riding Horse
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Citadel Card 6:
Teamster
Ally B
Traits: Human Hireling Basic
To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Citadel Card 7:
Eagle Knight Dress Uniform
Armor 1
Traits: Heavy Armor Veteran
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Citadel Card 8:
Cave Lizard
Monster B
Traits: Animal Basic
To Defeat: Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1:
Giant Fly
Monster B
Traits: Vermin Elite
To Defeat: Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter.
Torture Chamber Card 2:
Accursed Priest
Monster 1
Traits: Undead Cleric Veteran
To Defeat: Combat 11 OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Torture Chamber Card 3:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Torture Chamber Card 4:
Gossamer Shrouds
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Torture Chamber Card 5:
Giant Cockroach
Monster B
Traits: Vermin Basic
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
This is the biggest cockroach you've ever seen. you better check on your backpack full of trail rations, just to make sure it's safe.
Torture Chamber Card 6:
Apprentice
Ally B
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Torture Chamber Card 7:
Lann
Ally 1
Traits: Mongrel Guard Veteran
To Acquire: Charisma Diplomacy See Below
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.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Torture Chamber Card 8:
Rallying Cry
Barrier B
Traits: Task Cache
To Defeat: None
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Torture Chamber Card 9:
Mongrel Traitor
Henchman 1
Type: Monster
Traits: Mongrel Soldier
To Defeat: Combat See Below
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Chamber Card 10:
Mongrel Wizard
Monster B
Traits: Mongrel Wizard Elite
To Defeat: Combat See Below
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Torture Chamber Card 11:
Demonic Horde
Barrier B
Traits: Skirmish Demon
To Defeat: None
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: None

Mongrel Village Card 1:
Animal Tamer
Ally B
Traits: Human Ranger
To Acquire: Wisdom Survival Charisma Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random ally from the box.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Mongrel Village Card 2:
Gangrel Fiendsplicer
Villain 2
Type: Monster
Traits: Demon Mongrel Wizard
To Defeat: Combat See Below THEN Combat See Below
The difficulty of each check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from her discard pile.
Mongrel Village Card 3:
Detect Demon
Spell B
Traits: Magic Divine Basic
To Acquire: Wisdom Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random spell from the box.
Mongrel Village Card 4:
Hide Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random armor from the box.
Mongrel Village Card 5:
Planar Tuning Fork
Item 2
Traits: Tool Magic
To Acquire: Intelligence Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random item from the box.
Mongrel Village Card 6:
Blasphemous Priest
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Mongrel Village Card 7:
Lance +1
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random weapon from the box.
Mongrel Village Card 8:
Wolf
Ally 2
Traits: Animal
To Acquire: Wisdom Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random ally from the box.
Location (Defender's Heart): Add 1 to your check to acquire this card.
Mongrel Village Card 9:
Blessing of Nethys
Blessing 2
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random blessing from the box.
Mongrel Village Card 10:
Blackwing Librarian
Ally B
Traits: Human Wizard Basic
To Acquire: Intelligence Knowledge 6 OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random ally from the box.
Location (Defender's Heart): Add 1 to your check to acquire this card.


Deck Handler // Searching For: TBD

Now that the forums are back, I can post the flavour for my last turn which I'd had written up just as posting started failing consistently.

Leryn alerts Ukuja that his companions are closing on the position of some of the so-called Bloodwater Betrayal that are causing the townsfolk so much woe. Curiously towards another centrepiece of the town's.... 'culture'. Another den of drink and, in happier times; song. On the way there, Ukuja witnesses first-hand how far the demonic incursions have spread, and sees why the locals rarely leave their houses except in groups, and don't answer to people at the door. The safety provided by the partial civilization is shown for the hollow hope it is as Ukuja has to shoo away undead with enchanted arrows.

But in the process, Ukuja tracks down some conspiratorial mongrels, the twisted, mutated humanoids clearly as scouts or forerunners of the Bloodwater Betrayals. Ukuja's animal companions cut off their escape, and Ukuja charges with his spiked Terbutje, besting them in melee combat as his cohorts harry their flanks. That leaves this place at least a little safer.

Some travelling wizard - unwise enough to be studying the Worldwound, and further foolish enough to end up stranded in this doomed town - sees Ukuja's fight and is all to happy to lend her services to the Hunter, perhaps in the hope that he could lead her from this place. He's more interested in having her scry for more signs of the Mongrels for him.

And I messed up my hand update; forgot to include the acquired Riftwarden, so my actual hand is below (after displaying my Giant Chameleon).

Ukuja wrote:

Hand: Force Shortbow +1 B, Elven Chain Shirt, Call Animal, Blessing of the Ancients, Riftwarden,

Displayed: Leryn, Giant Chameleon,
Deck: 7 Discard: 5 Buried: 0
Notes: My Blessing is free to use, and recharges if the top card of the blessings deck is basic. Call Animal may be used to help acquire an Animal ally, and Force Shortbow can be used for emergency combat bonuses.
Mythic Charges: 2


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

Recharge both items for +3 to all checks this turn.
Move to Citadel. Explore.

Erasmus heads to the Citadel and is immediately harassed by another armor salesman, offering him a magical shield. He didn't know if there something about him that attracted these salesman. Did he look so weakly and unprotected that they thought him in need, or was there just a surplus of armor of late, forcing these merchants into desperate attempts to get rid of their stock.

Spellcaster's Shield:

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

Arcane DC6: 1d8 + 2 + 2 + 3 ⇒ (1) + 2 + 2 + 3 = 8 Acquired!

At least this item is more suited to his particular needs. Tossing the merchant a handful of coins, Erasmus examines his fancy new purchase.

End Turn. Reset Hand.

Erasmus wrote:

Hand: Detect Thoughts, Hand Crossbow, Spellcaster's Shield, Mind Thrust, Sign of the Pack 1,

Displayed: Spirit Relatives (Balsamo),
Deck: 11 Discard: 4 Buried: 0
Notes: Use signs for extra die as needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

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

Amaryllis moves to the Mongrel Village, then takes her free exploration.

Animal Tamer:

Ally B
Traits: Human Ranger
To Acquire: Wisdom Survival Charisma Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scenario: If you fail to acquire this card, discard the top card of the blessings deck.
Location: The difficulty of any check to acquire this card is equal to the highest difficulty to acquire a random ally from the box.
Location (Defender's Heart): Add 1 to your check to acquire this card.

Random ally 1:

Spoiler:
Kamilo Dann
Ally 2
Traits: Human Soldier
To Acquire: None
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.

OK, question: it says the difficulty to acquire the Animal Tamer is "equal to the highest difficulty to acquire a random ally". But the difficulty to acquire Kamilo Dann isn't a number, it's a task: summon and encounter the henchman Corrupted Soldier. So, in order to acquire the ally do I: A) auto-acquire it since there's no difficulty to acquire Kamilo Dann, B) need to defeat the Corrupted Soldier, C) use the difficulty of the Corrupted Soldier as the difficulty of the check to acquire the ally, or D) pick a different random ally and use the difficulty on that?


Deck Handler // Searching For: TBD

Kamilo Dann doesn't have a check to acquire (check to acquire: None), it's not even "See Below", and its special method of acquiring only occurs if you Encounter him, which you're not doing. Nor is there any rule that I know of which means that you should draw a new ally to replace one. As a result, I think the check to acquire becomes 0, but I'm not certain.


Deck Handler // Searching For: TBD

Oh! Important note for us to collaborate on. Amaryllis, when you finish your turn do let me know how you'd feel about me going for the Arboreal Blight on my turn. Currently; Erasmus has a shield that he can repeatedly reveal to ignore the combat damage that the summoned henchman will cause, Amaryllis has the Bracers and Ukuja has a piece of armor too, for once, which makes this a rare, decent opportunity to do so. I'd like Erasmus' input, too.

If we're going to try to avoid the Arboreal Blight entirely overall, then that's fine as well. Just it's often better to encounter it when you're prepared than accidentally exploring into it later, which might happen if we shuffle the deck. It involves difficulty 17 combats right now, so it's no small task.


There is no highest difficulty to acquire on the random ally ("None" is neither a difficulty nor a check to acquire), so the Golden Rule kicks in and you ignore impossible instructions. As such, the difficulty of the check to acquire is the one listed on Animal Tamer itself: 9.

You are not encountering Kamilo Dann, so none of his powers come into effect.

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