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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B1: Frozen City
When setting up the scenario, divide the blessings deck into 5 stacks of 6 cards each. Shuffle the henchman Oracle of Iovo into each stack, then put the stacks on top of each other to create the blessings deck.
When Oracle of Iovo is discarded from the blessings deck, summon and encounter it.
When you defeat the henchman Oracular Pool, display it next to the scenario. Add 2 to your check to defeat Oracle of Iovo for each Oracular Pool displayed.
To win the scenario, close all locations.
Additional Rules: Oracular Pools displayed: 4
Turn: 13, Lazzero/KyleWorg
Monsters
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster C
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Barriers
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Weapons
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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 B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Spells
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the 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 or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6 At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Armors
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Offhand
Shield 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.
Items
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence
Arcane 7 Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Allies
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 2
Traits:
Human To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8 Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 22
Blessings Deck
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Shelyn
Blessing C
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Citadel
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
Location #2: Collapsing Bridge
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/eddiephlash, None
Location #3: Mill
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
Location #4: Town Square
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
Location #5: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lazzero/KyleWorg, Radovan/MatsuKurisu, None
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Overseer Tyranius |

Sorrina Westyr urgently projects her image to speak to every Pathfinder, and appears to be holding tightly to a steel ring near an alien device.
“Everyone, brace yourselves. We have finished repairs of a strange craft on the bright side of the asteroid, and the engines will fire shortly, hopefully causing this rock to spin and even out the extreme temperatures. This may get a bit bumpy though in three…two…one... Hold on!”
A sudden jolt shakes the entire asteroid, sending anything unsecured reeling as the stars begin to spin overhead.
Table GMs, the Engines benefit is now in play.

Overseer Tyranius |

“More good news! I have just received word that Pathfinder Hector and his companions have claimed the Frozen City and it is now safe for travel! Keep going, Pathfinders!”
The small group begins to push their way through deeper into the icy reservoir of the asteroid. The asteroid seems to return the favor as rain begins to fall.
GM's enact the Water event elemental manifestation.
The Frozen City has now been Claimed! The Icy Reservoir is now discovered.

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Lazzero continues moving through the cells, searching.
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Constitution DC6: 1d6 ⇒ 4
Unfortunately, Lazzero finds nothing.
Turn Over!
Hand: Warhammer +1, Cult Acolyte, Circle of Law, Full Plate, Malevolent Buckler,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Melee : Strength +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3, Knowledge : Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 5
Proficient with: Light Armors, Heavy Armors, [ ] Weapons
Powers:
You may ignore the Corrupted trait on a blessing you play on your ([ ] or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your location shuffles 1d4+1 ([X] +2) cards from his discard pile into his deck.

Mr. Balazar |

Cast Eloquence on Radovan's turn. Recharge:
Arcane 8: 1d12 + 3 ⇒ (3) + 3 = 6 Fail, discarded.
Start turn, blessing is Pharasma. Move to Cells. Encounter top card, card 2: Oracular Pool. Will ask for Radovan's Blessing of Kofusachi to add a die.
Arcane 11 + 2 = 13: 2d12 + 3 ⇒ (11, 3) + 3 = 17 Success!
Bury Bound Magma Spirit ally to close location. We Win!
I guess I get moved to a random location when closed.
Random location: 1d4 ⇒ 2 Collapsing Bridge

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Reward:
Report one Water success to the Overseer GM.
Each character chooses a card from the box that has an adventure deck number less than or equal to the scenario’s adventure deck number and notes it on her Chronicle sheet.
When she earns her next scenario reward, she may use the chosen card as a bonus deck upgrade.
So, this means that you get to choose a card from YOUR game box (including an ultimate deck, if you're using one) that is of 2 or lower, and you can use it as an upgrade next scenario.
Acquired:
Night Watch (Ally B)
Guide (Ally B)
Soldier (Ally B)
Soldier (Ally C)
Standard Bearer (Ally B)
Saber-Toothed Tiger (Ally C)
Snake (Ally C)
Guard (Ally B)
Night Watch (Ally B)
Codex (Item B)
Fire Sneeze (Spell P)
Quarterstaff (Weapon B)
Sling (Weapon B)

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Radovan Upgrade - ACG Special #8-00B1: The Cosmic Captive
Con Boon 1 or 20: 1d20 ⇒ 2 - Nope
Loot reward
Ally B = Snick in, Quartermaster out
Scenario Reward
= Bonus card upgrade
Ally 2 = Grogul in, Amadi out
Tier rewards - 2.2
= Power Feat (Handsize 6)

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Next Scenario
Default starting location unless bad stuff happens there
Hand
Hand: Silver Balladeer, Compass, Snick, Sacred Candle, Blessing of the Quartermaster 3, Burglar's Buckler,
Displayed: Quang [ ], Norge [ ], , , , ,
Deck: 9 Discard: 0 Buried: 0
Notes: Blessing adds +1d to any check. Free to use
Dexterity d8 +1
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d8 +1
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your locationis dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
Devil Forms
"[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."

Mr. Balazar |

Con boon: 1d20 ⇒ 18
Deck upgrade Spell B: 1d1000 ⇒ 101Evolution Surge [/dice]
Personal deck upgrade: Ally 1: Fire Gecko, replaces Blackwing Librarian. ( I heard there was another Ice scenario)
1.2 Power Feat: Banish a monster...([x] or to recharge a spell from your discard pile)

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Con Boon: 1d20 ⇒ 10
Deck Upgrade Item B: 1d1000 ⇒ 736
Deck Upgrade: Blessing 1
(Tier Up!)

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 0, Balazar/eddiephlash
Monsters
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Barriers
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Traits:
Basic
Skirmish
Undead
Zombie
To Defeat:
None Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Weapons
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spells
Spell C
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
Armor C
Traits:
Basic
Offhand
Shield 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.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Light Armor
Magic 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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence
Arcane 7 Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at a Survival check.
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Item B
Traits:
Basic
Tool To Acquire:
Strength 3 Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Allies
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Traits: To Acquire:
Blessings Remaining: 30
[b]Blessings Deck
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
Blessing C
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lazzero/KyleWorg, Radovan/MatsuKurisu, Balazar/eddiephlash, None
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Mr. Balazar |

Evolution Surge replaces Enchanted Fang. Start at Canyon.
Starting hand:
Hand (Size 6): Eloquence, Fire Gecko, Elemental Treaty, Black Spot, Scrying Mirror, Bound Magma Spirit
Displayed: Padrig
Deck: 9 Discard: 0 Buried: 0
Notes: Monsters in hand available to add 1d4 + AD# to local combat.
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12
Arcane: Charisma +2
Powers:
Hand Size 6
Proficient with: Light Armors
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Favored Card: Spell

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 1, Radovan/MatsuKurisu
Monsters
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster C
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster C
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barriers
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Weapons
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon C
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spells
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the 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 or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits:
Basic
Divine
Magic
Mental 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.
Armors
Armor C
Traits:
Elite
Heavy Armor
Magic 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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal 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.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic 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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Allies
Ally B
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 1
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 5 Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8 Banish this card to add a random item from the box to your hand.
Blessings
Blessing C
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
Blessing C
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radovan/MatsuKurisu, Balazar/eddiephlash, None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lazzero/KyleWorg, None
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Armor B
Traits:
Basic
Offhand
Shield 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.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Weapon C
Traits:
2-Handed
Basic
Bow
Piercing
Ranged 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.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

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Turn order - Radovan, Lazzero, Balazar,
Radovan turn - Blessing of Irori
Start of Turn
Current Location = Canyon
Give card = Nil
Am I moved? Acrobatics 11: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6 - yes
Move = random open location 1-5: 1d5 ⇒ 2 - #2: Dam
Nuts, all that planning wasted :-(
Free explore = Dam Card 1: Acolyte, Ally B, Diplomacy, 6
Diplomacy 1d8+1+2
Diplomacy 6: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8 - Acquired
Display Quang [AcolyteAD(0) ]
Discard Compass explore = 2: Icy Terrain, Henchman 2, Type: Barrier, Traits: Obstacle, Cold, Veteran
To Defeat: Intelligence, Wisdom, Survival 12(10+2)
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Nope - Not going to be able to make this
Auto Evade
End of Turn
Draw up Double Chicken Saber +1
Summary
Location = Dam
Acquired = 1: Acolyte
Banished =
Examined =
Displayed = Quang [AcolyteAD(0) ]
Used =
Hand: Silver Balladeer, Burglar's Buckler, Snick, Sacred Candle, Blessing of the Quartermaster 3, Double Chicken Saber +1,
Displayed: Quang [AcolyteAD(0) ], Norge [ ], , , , ,
Deck: 9 Discard: 1 Buried: 0
"Notes: Blessing adds +1d to any check. Free to use
Sacred Candle will take any AD1 or higher blessing at the end of active players turn"
Dexterity d8 +1
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your locationis dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
Devil Forms
"[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."

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Lazzero cannot make the skill check, and is forced to somewhere else.
1d4 ⇒ 3
The planes shift and now Lazzero finds himself in the warrens.
Drawing starting hand.
Hand: Dread Bolt, Signal Whistle, Warhammer +1, Blessing of the Archdevils, Blessing of Abraxas,
He begins exploring...
Zhaleh Setat
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Drawing Random Monster and placing him in random location.
Random Monster: 1d5 ⇒ 2
Yeth Hound
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Random Location: 1d4 ⇒ 2 Random Location: Dam.
Recharging Dreadbolt. First card on deck is Malevolent Buckler. Drawn.
Reveal Warhammer +1
Combat DC13+2: 1d8 + 1 + 1 + 1d8 + 1 ⇒ (5) + 1 + 1 + (8) + 1 = 16
Recharging Blessing of the Archdevils
Combat DC15+2: 1d8 + 1 + 1 + 1d8 + 1 + 1d8 ⇒ (7) + 1 + 1 + (6) + 1 + (3) = 19
Discarding Blessing of Abraxas
Closing Check Dexterity DC6: 2d4 ⇒ (4, 4) = 8

Mr. Balazar |

Attempt to Temp-close. Bottom Blessing is Blessing of Shelyn.
Wis 4: 1d6 ⇒ 6 Success!
Canyon Temp-Closed!

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 3, Balazar/eddiephlash
Monsters
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster C
Traits:
Basic
Fey
To Defeat:
Dexterity
Acrobatics 9 All damage dealt by the Satyr is Mental damage that may not be reduced.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10 Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Barriers
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Weapons
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon C
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
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.
Armors
Armor C
Traits:
Elite
Heavy Armor
Magic 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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal 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.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor
Magic 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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
Item B
Traits:
Basic
Tool To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence
Arcane 7 Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally C
Traits:
Animal To Acquire:
Wisdom
Survival 8 Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
Blessings
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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: 26
Blessings Deck
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/eddiephlash, None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Armor B
Traits:
Basic
Offhand
Shield 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.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Location #4: Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lazzero/KyleWorg, None
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Overseer Tyranius |

“We’ve cleared the Vault Entrance!” Sorrina Westyr’s image appears drenched but defiant, in the midst of pouring heavy rain. Ignoring the water sleeting off her, the Master of Spells points with her wand as she illuminates the asteroid map behind her. “Reports from those traveling through the Sea of Light indicate that most of the enemies in that region have been mopped up, though a few scattered groups may still be dealing with ongoing fights. The air at the Vault entrance is still unbreathable and poisonous, keep clearing out the Labyrinth of Flame and Icy Reservoir while I figure out a plan.”
GM's enact both the Fire and Earth event elemental manifestations.
The Vault Entrance and Sea of Light have both been Claimed! Labyrinth of Flame has now been discovered.

Mr. Balazar |

Start of turn, Blessing is Pharasma. Move step.
Slippery Dex = 9 + 2 = 11: 1d6 ⇒ 6 Auto Fail
Move to random location: 1d4 ⇒ 3 Deeper Dungeons. Display Elemental Treaty. Display Eloquence. Discard Scrying Mirror to examine top card of the Dam: Siren (Monster). Shuffle it back into the deck. Attempt to recharge Mirror
Arcane 13: 1d12 + 3 + 3 ⇒ (2) + 3 + 3 = 8 Fail.
Recharge Black Spot to draw random monster: Mercenary (B). Use free explore on Deeper dungeons card 1: Force Missile. Acquired!
Arcane 4: 1d12 + 3 + 3 ⇒ (6) + 3 + 3 = 12 Auto Acquire. Recharge Missile to draw random monster: Satyr (C)
Discard Fire Gecko to explore card 2: Collapsed Ceiling. Recharge merc to use Padrig
Fort/Arcane 8 + 2 = 10: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18 Success! Defeated, with no bad stuff
End turn. Recharge Eloquence.
Arcane 8: 1d12 + 3 + 3 ⇒ (1) + 3 + 3 = 7 Discarded.
Reset hand, drawing 4
Hand (Size 6): Bound Magma Spirit, Satyr (C), BotGods, Bound Imp, BotElements, Tussah Silk Coat
Displayed: Padrig, Elemental Treaty
Deck: 8 Discard: 3 Buried: 0
Notes: Monsters in hand available to add 1d4 + AD# to local combat. Feel free to use Blessings as well.
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12
Arcane: Charisma +2
Powers:
Hand Size 6
Proficient with: Light Armors
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Favored Card: Spell

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 4, Radovan/MatsuKurisu
Monsters
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Barriers
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff 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 B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spells
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
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 B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the 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 or Divine 8 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
Armor C
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Basic
Light Armor 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 C
Traits:
Elite
Heavy Armor
Magic 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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire 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.
Items
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Stealth check.
Item B
Traits:
Basic
Tool To Acquire:
Strength 3 Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Allies
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 25
Blessings Deck
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Monster C
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Armor B
Traits:
Basic
Offhand
Shield 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.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/eddiephlash, None
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Location #4: Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lazzero/KyleWorg, None
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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Turn order - Radovan, Lazzero, Balazar,
Radovan turn - Blessing of Calistria
Start of Turn
Current Location = Dam
Give card = Nil
Move = No, Dam stops movement
Free explore = 1: Siren, Monster C, Wisdom 8
Wisdom 1d6, Recharge Blessing of the Quartermaster 3 +1d6, bury Quang [AcolyteAD(0)] +1d6
Wisdom 8: 1d6 + 1d6 + 1d6 ⇒ (6) + (5) + (4) = 15 - Banished
Discard Silver Balladeer explore = 2: Carrionstorm, Monster 2, Combat 12
immune to the Mental and Poison traits.
Yippee! Combat I can use my devil form on for once :-)
Reveal Double Chicken Saber +1 (Acrobatics) 1d8+1+2+1d8+1, Radovan 1-H +1d4, Norge +1 Fire
Combat 12: 1d8 + 1 + 2 + 1d8 + 1 + 1d4 + 1 ⇒ (5) + 1 + 2 + (2) + 1 + (3) + 1 = 15 - Banished
Bury Sacred Candle to draw top card of blessing discard pile (ac Blessing of Calistria)
Top is now Blessing is Pharasma
Discard Snick explore = 3: Warlord, Monster B, Veteran, Combat 11 (9+2)
Subtract 1 from each die rolled in your check to defeat the Warlord.
Reveal Double Chicken Saber +1 (Acrobatics) 1d8+1+2+1d8+1, Radovan 1-H +1d4, Norge +1 Fire, Warlord penalty -3
Combat 11: 1d8 + 1 + 2 + 1d8 + 1 + 1d4 + 1 - 3 ⇒ (7) + 1 + 2 + (7) + 1 + (1) + 1 - 3 = 17 - Banished
End of Turn
Draw up Grogul, Blessing of the Quartermaster 2, Red Leathers
Summary
Location = Dam
Acquired =
Banished = 1: Siren, 2: Carrionstorm, 3: Warlord
Examined =
Displayed =
Used = Quang [AcolyteAD(0)]
Hand: Double Chicken Saber +1, Burglar's Buckler, ac Blessing of Calistria, Grogul, Blessing of the Quartermaster 2, Red Leathers,
Displayed: Quang [ ], Norge [ ], , , , ,
Deck: 6 Discard: 3 Buried: 2
"Notes: BoCalistra +2 on NCombat Dex or BoQuartermaster adds +1d to any check, recharging on Non Combat. Free to use"
Dexterity d8 +1
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your locationis dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
Devil Forms
"[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 5, Lazzero/KyleWorg
Monsters
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Barriers
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Weapons
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Weapon C
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Weapon C
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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 C
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Basic
Offhand
Shield 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.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal 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.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item C
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence
Arcane 7 Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Allies
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Top of Blessing Discard Pile:
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 24
Blessings Deck
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Armor B
Traits:
Basic
Offhand
Shield 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.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/eddiephlash, None
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Location #4: Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lazzero/KyleWorg, None
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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My hand after last turn:
Hand: Malevolent Buckler, Signal Whistle, Warhammer +1, Cure, Blessing of Abraxas,
Where to now?: 1d4 ⇒ 3
Lazzero spins out of control as he ends up in the Deeper Dungeon. He looks over to see Balazar is here. "Is it me, or is this place a living hell?" He stands and begins to explore.Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Dexterity DC5: 1d4 ⇒ 1
Lazzero finds nothing of interest. He continues exploring.
Discard Blessing of Abraxas
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Reveal Warhammer +1
Combat DC8: 1d8 + 1 + 1 + 1d8 + 1 ⇒ (5) + 1 + 1 + (3) + 1 = 11
A giant gecko attacked Lazzero, but he was not in the mood for it. He gave it a swift whack with his Warhammer, and the gecko's skull cracked open.
Turn Over!
Hand: Malevolent Buckler, Signal Whistle, Warhammer +1, Cure, Warhammer,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee : Strength +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3, Knowledge : Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 5
Proficient with: Light Armors, Heavy Armors, [ ] Weapons
Powers:
You may ignore the Corrupted trait on a blessing you play on your ([ ] or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your location shuffles 1d4+1 ([X] +2) cards from his discard pile into his deck.

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 6, Balazar/eddiephlash
Monsters
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Barriers
Barrier C
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon C
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spells
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell C
Traits:
Basic
Divine
Magic
Mental 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 B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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 B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Elite
Light Armor
Magic 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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Offhand
Shield 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.
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal 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.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Items
Item C
Traits:
Basic To Acquire:
Intelligence
Craft 4 Banish this card and chose a character at your location to succeed at a Perception check.
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item C
Traits:
Basic
Tool To Acquire:
Strength
Melee 6 Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Allies
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 23
Blessings Deck
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Armor B
Traits:
Basic
Offhand
Shield 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.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lazzero/KyleWorg, Balazar/eddiephlash, None
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Location #4: Warrens
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
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Mr. Balazar |

"You know, Lazzero, I'm starting to think the fire side would have been more enjoyable, it is FREEZING here."
Start of turn, Blessing is Gorum. Slippery check:
Dex 11: Auto Fail
Move to Random location: 1d4 ⇒ 3 Back to Deeper Dungeons. Display Bound Imp to draw 2 cards: Augury and BotGreen Faith. Discard augury for Monsters. Top 3: Ogre, Botg, Grindylow. Move Ogre and Grindy to bottom, and shuffle the rest. Recharge Augury:
Arcane 8: 1d12 + 3 ⇒ (8) + 3 = 11 Recharged!
Explore top card (reroll on 3): Random explore: 1d6 + 1 ⇒ (4) + 1 = 5 Icy Terrain! Recharge BotE. Ask for one of Radovan's blessings.
Int 10 + 2 = 12: 3d8 ⇒ (5, 2, 2) = 9 Fail. Take 12 - 9 = 3 Cold Damage. 1 is reduced by Elemental Treaty, 2 more reduced by recharging Tussah Silk Coat. Henchman is shuffled back in, negating my Augury. Oy.
Discard BotG to explore again.
Random explore: 1d7 ⇒ 7 Traitor.
BYA discard Bound magma spirit. Reveal Satyr to use Padrig. Banish Satyr to add 1d4.
Combat 11 + 1 = 12: 2d10 + 1d4 ⇒ (9, 4) + (1) = 14 Success! Added to hand.
End turn. Recharge Bound Imp: Arcane 8: 1d12 + 3 ⇒ (4) + 3 = 7 Discarded. Reset hand, drawing 4.
Hand (Size 6): BotGreen Faith, Traitor (B), Desna's Star, Evolution Surge, Summon Steed, Black Spot
Displayed: Padrig, Elemental Treaty
Deck: 5 Discard: 6 Buried: 0
Notes: Monsters in hand available to add 1d4 + AD# to local combat. Feel free to use Blessings as well.
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12
Arcane: Charisma +2
Powers:
Hand Size 6
Proficient with: Light Armors
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Favored Card: Spell

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 7, Radovan/MatsuKurisu
Monsters
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Barriers
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom
Perception 9 If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapons
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Weapon C
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged 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.
Spells
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6 At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Elite
Heavy Armor
Magic 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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Heavy Armor
Magic 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 you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor C
Traits:
Basic
Offhand
Shield 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.
Armor B
Traits:
Basic
Offhand
Shield 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.
Items
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Allies
Ally C
Traits:
Animal To Acquire:
Wisdom
Survival 8 Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally P
Traits:
Cleric
Goblin To Acquire:
Charisma
Diplomacy
Divine 7 Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
Blessings
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 22
Blessings Deck
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Armor B
Traits:
Basic
Offhand
Shield 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.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lazzero/KyleWorg, Balazar/eddiephlash, None
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Location #4: Warrens
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
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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Turn order - Radovan, Lazzero, Balazar,
Recharge Blessing of the Quartermaster 2 for Balazar
Radovan turn - 7: Blessing of the Gods
Start of Turn
Reveal Grogul to recharge Snick from discard pile
Current Location = Dam
Give card = Nil
Move = No, Dam stops movement
Free explore = 1: Trapped Passageway, Barrier B, Acrobatics 9
Acrobatics 1d8+1+2, discard ac Blessing of Calistria +2d8
Combat 12: 1d8 + 1 + 2 + 2d8 ⇒ (5) + 1 + 2 + (8, 3) = 19 - Banished
Trapped Passeway free explore = 2: Zhaleh Setat, Villain 2, Type: Monster
Traits: Outsider, Veteran
To Defeat: Combat 13+2 THEN Combat 15+2 OR Diplomacy 13+2
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Nope. Going to evade
End of Turn
Draw up Mirian Raas, Stormrune Knife
Summary
Location = Dam Needs to be Shuffled
Acquired =
Banished = 1: Trapped Passageway
Examined = 2: Zhaleh Setat, Villain 2
Displayed =
Used =
Hand: Double Chicken Saber +1, Burglar's Buckler, Red Leathers, Grogul, Mirian Raas, Stormrune Knife,
Displayed: Quang [ ], Norge [ ], , , , ,
Deck: 6 Discard: 3 Buried: 2
Notes:
Dexterity d8 +1
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your locationis dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
Devil Forms
"[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 8, Lazzero/KyleWorg
Monsters
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barriers
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom
Perception 9 If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Weapons
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell C
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Light Armor 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 C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Offhand
Shield 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.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
Ally C
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessings
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Top of Blessing Discard Pile:
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Armor B
Traits:
Basic
Offhand
Shield 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.
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lazzero/KyleWorg, Balazar/eddiephlash, None
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Location #4: Warrens
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
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased b the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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Where am I going Now?: 1d3 ⇒ 3
Lazzero is sent to the Abattior. He stands up, brushes himself off, sighs, and gets to exploring.
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Wisdom DC7: 1d10 ⇒ 5
Reveal and Discard Warhammer +1
Combat DC 12+2+1=15: 1d8 + 1 + 1 + 1d8 + 1 + 1d6 ⇒ (5) + 1 + 1 + (3) + 1 + (1) = 12
Reroll; Combat DC 12+2+1=15: 1d8 + 1 + 1 + 1d8 + 1 + 1d6 ⇒ (6) + 1 + 1 + (5) + 1 + (1) = 15
No means to continue exploration, so end turn.
TURN OVER!
Hand: Malevolent Buckler, Signal Whistle, Acidic Whip +1, Cure, Warhammer,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Melee : Strength +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3, Knowledge : Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 5
Proficient with: Light Armors, Heavy Armors, [ ] Weapons
Powers:
You may ignore the Corrupted trait on a blessing you play on your ([ ] or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your location shuffles 1d4+1 ([X] +2) cards from his discard pile into his deck.

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 9, Balazar/eddiephlash
Monsters
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster C
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster C
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barriers
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier C
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Weapons
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon C
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
Spells
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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 B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire 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 B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item C
Traits:
Accessory
Elite
Magic To Acquire:
Charisma
Diplomacy 5 Reveal this card to add 1 die to your Diplomacy check.
Recharge this card to succeed at your Diplomacy check.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence
Arcane 7 Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally C
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally C
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally C
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Blessings
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 20
Blessings Deck
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Armor B
Traits:
Basic
Offhand
Shield 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.
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/eddiephlash, None
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Location #4: Warrens
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
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lazzero/KyleWorg, None
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Mr. Balazar |

Start of turn, blessing is botg.
Acro 11: 1d4 ⇒ 2 Auto fail
Slip slide: 1d3 ⇒ 3 Abattior
"Oh , hello again Lazzero. More mischief, eh?"
Banish Traitor to recharge Eloquence.
Recharge Summon steed to draw random monster: Carrionstorm (2)!
Recharge Evolution surge to draw random monster: Ghoul (B)
"Padrig, I see you've found some friends!"
Explore top card: Light Crossbow
Dex 4: 1d6 ⇒ 1 Fail
Discard BotGF to explore card 2: Shadow. Reveal Ghoul to use Padrig. Banish Ghoul for extra 1d4. Use Black Spot to reduce difficulty by 3.
Combat 13 + 3 = 16 - 3 = 13: 2d10 + 1d4 ⇒ (7, 5) + (3) = 15 Success! But Undefeated, so shuffled back in.
Recharge BS Arcane 6: 1d12 + 3 ⇒ (2) + 3 = 5 Fail. Discarded
End turn, recharge Desna's Star to recharge: BotGods. Reset hand, drawing 5
Hand (Size 6): Carrionstorm (2), Force Missile, Mercenary (B), Augury, BotElements, Tussah Silk Coat
Displayed: Padrig, Elemental Treaty
Deck: 5 Discard: 6 Buried: 0
Notes: Monsters in hand available to add 1d4 + AD# to local combat. Feel free to use Blessings as well.
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12
Arcane: Charisma +2
Powers:
Hand Size 6
Proficient with: Light Armors
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Favored Card: Spell

Mr. Balazar |

Cast Augury for monsters. Cards 2-10 remaining.
Card 1:: 1d9 + 1 ⇒ (1) + 1 = 2 Card 2: Shadow Cards 3-10 remaining
Card 1:: 1d8 + 2 ⇒ (1) + 2 = 3 Card 3: Icy Terrain (Henchman) Cards 4-10 remaining
Card 1:: 1d7 + 3 ⇒ (4) + 3 = 7 Card 2: Short Sword +1 Cards 4-6, 8-10 remaining
Put Card 2: Shadow on the bottom, shuffle the rest.
Recharge Augury, Arcane 8: 1d12 + 3 ⇒ (9) + 3 = 12 Recharged!
Updated hand:
Hand (Size 6): Carrionstorm (2), Force Missile, Mercenary (B), BotElements, Tussah Silk Coat
Displayed: Padrig, Elemental Treaty
Deck: 6 Discard: 6 Buried: 0
Notes: Monsters in hand available to add 1d4 + AD# to local combat. Feel free to use Blessings as well.
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12
Arcane: Charisma +2
Powers:
Hand Size 6
Proficient with: Light Armors
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Favored Card: Spell

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 10, Radovan/MatsuKurisu
Monsters
Monster C
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster C
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Barriers
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff 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 C
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Armors
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Item B
Traits:
Elite
Tool To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Allies
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 19
Blessings Deck
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Radovan/MatsuKurisu, None
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear 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.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Armor B
Traits:
Basic
Offhand
Shield 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.
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Location #4: Warrens
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
Location #5: Abattior
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lazzero/KyleWorg, Balazar/eddiephlash, None
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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Turn order - Radovan, Lazzero, Balazar,
Radovan turn - 1 / Blessing of Desna
Start of Turn
Current Location = Dam
Give card = Nil
Move = No, Dam stops movement
Free explore = Dam Card 1: Amulet of Mighty Fists, Item C, Wisdom 4
Wisdom 4: 1d6 ⇒ 5 - Acquired
Display Quang[ac Amulet of Mighty Fists (AD0)]
Discard Mirian Rass explore = 2: Locked Stone Door, Barrier 2, Veteran, Disable 13 (11+2)
Disable 1d8+1+2, Reveal Burglar's Buckler +1d8, bury Quang[ac Amulet of Mighty Fists (AD0)] +1d6+0
Disable 13: 1d8 + 1 + 2 + 1d8 + 1d6 + 0 ⇒ (6) + 1 + 2 + (3) + (3) + 0 = 15 - Banished
Locked Stone Door examine (3: Zhaleh Setat) - Leave on Top
Discard Grogul explore = 3: Zhaleh Setat, Villain
Lazzero / Balazar can Temp Close Abbottior
Zhaleh Setat, Villain 2, Type: Monster
Traits: Outsider, Veteran
To Defeat: Combat 13+2 THEN Combat 15+2 OR Diplomacy 13+2
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon (Stormrune Knife), then examine the top card of your deck (Blessing of the Quartermaster), not weapon or spell; draw it.
Double Chicken Saber +1 (Acrobatics) 1d8+1+2+1d8+1, Radovan 1-h +1d4, Norge +1 Fire, Villain Fire Vulnerability +1d8, Discard Blessing of the Quartermaster +1d8
Combat 15: 1d8 + 1 + 2 + 1d8 + 1 + 1d4 + 1 + 1d8 + 1d8 ⇒ (3) + 1 + 2 + (4) + 1 + (3) + 1 + (1) + (8) = 24 - success
Double Chicken Saber +1, using results on subsequent checks +24
Combat 17: 24 = 24 - success, Villain defeated and flees
End of Turn
Draw up Venomous Fighting Fan +[, Blessing of Kofusachi, Blessing of the Quartermaster 3
Summary
Location = Dam Closed
Acquired = 1: Amulet of Mighty Fists
Banished = 2: Locked Stone Door
Examined =
Defeated = 3: Zhaleh Setat - Villain flees
Displayed = Quang[ac Amulet of Mighty Fists (AD0)]
Used = Quang[ac Amulet of Mighty Fists (AD0)]
Hand: Double Chicken Saber +1, Burglar's Buckler, Red Leathers, Venomous Fighting Fan +1, Blessing of Kofusachi, Blessing of the Quartermaster 3,
Displayed: Quang [ ], Norge [ ], , , , ,
Deck: 3 Discard: 6 Buried: 3
Notes: BoQuartermaster RECHARGES for +1d on non combat checks. Use this on non combat. BoKofusachi +1d on any checks. Use second or on combat check
[spoiler=Skills and Powers]SKILLS
Strength d8 +0Dexterity d8 +1
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your locationis dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
Devil Forms
"[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
[/spoiler]

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

Mr. Balazar |

"I'll take on the Demon. Padrig, you sit this one out!"
Discard Force Missle. Banish Carrionstorm to add 1d4 + 2. Discard BotE.
Combat 12 + 2*2 + 3 = 19: 2d12 + 3 + 1d4 + 2 ⇒ (12, 5) + 3 + (2) + 2 = 24 Success! Abattior Temp Closed!
Force Missile is burried. But I think we win!!

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 11, Lazzero/KyleWorg
Monsters
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10 The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Barriers
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier C
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier C
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee 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.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spells
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell C
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
Armor C
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Elite
Light Armor
Magic 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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
Item C
Traits:
Basic
Tool To Acquire:
Strength
Melee 6 Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and chose a character at your location to succeed at a Perception check.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3 Recharge this card to reduce Combat damage dealt to you by 1.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item C
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Allies
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/MatsuKurisu, None
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged 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.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Location #4: Warrens
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
Location #5: Abbatoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lazzero/KyleWorg, Balazar/eddiephlash, None
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Overseer Tyranius |

"I have just received word that the Icy Reservoirhas now been cleared, claimed, and it is now safe for travel! We are nearly there, Pathfinders!”
Sorrina Westyr's image flickers as the rain picks up once more. "Those near the Labyrinth of Flame push to help those currently trapped there. Everyone else begin heading towards the Vault entrance as I have a plan!"
GM's enact the Water event elemental manifestation.
The Icy Reservoir has now been Claimed!

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Where to?: 1d2 ⇒ 2
Lazzero is sent over to the Deeper Dungeon.
Icy Terrain
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Rob Radovan of his Blessing.
Wisdom DC10+2=12: 2d10 ⇒ (4, 2) = 6
Magical Reroll from above!: 1d10 + 4 ⇒ (10) + 4 = 14
Using Radovan's Blessing.
Constitution to Close DC8: 2d6 ⇒ (4, 6) = 10
Villain Discovered! Turn Over!
Hand: Malevolent Buckler, Signal Whistle, Acidic Whip +1, Cure, Warhammer,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Melee : Strength +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3, Knowledge : Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 5
Proficient with: Light Armors, Heavy Armors, [ ] Weapons
Powers:
You may ignore the Corrupted trait on a blessing you play on your ([ ] or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your location shuffles 1d4+1 ([X] +2) cards from his discard pile into his deck.

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 12, Balazar/eddiephlash
Monsters
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Barriers
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom
Perception 9 If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee 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.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Spells
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
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 C
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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 C
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire 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 B
Traits:
Elite
Light Armor
Magic 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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item C
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8 Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits:
Basic
Tool To Acquire:
Strength
Melee 6 Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Allies
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Ally C
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Blessings
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 17
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/MatsuKurisu, None
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lazzero/KyleWorg, None
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Location #4: Warrens
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
Location #5: Abbatoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/eddiephlash, None
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Mr. Balazar |

In the hour of the Gods, Balazar still finds himself slipping and sliding from place to place.
Random move: 1d3 ⇒ 3 Abbatoir
Explore top card: Short Sword +1. Recharge Coat to use Padrig to acquire.
Str/Arcane 7: 1d12 + 3 ⇒ (9) + 3 = 12 Acquired!
End turn, reset hand, discarding sword and drawing 4
Hand (Size 6): Mercenary (B), BotElements, Eloquence, Summon Steed, Evolution Surge, Desna's Star
Displayed: Padrig, Elemental Treaty (at Deeper Dungeons)
Deck: 3 Discard: 7 Buried: 1
Notes: Monsters in hand available to add 1d4 + AD# to local combat. Feel free to use Blessings as well.
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12
Arcane: Charisma +2
Powers:
Hand Size 6
Proficient with: Light Armors
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Favored Card: Spell

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Turn order - Radovan, Lazzero, Balazar,
Recharge Blessing of the Quartermaster 3
Discard Blessing of Kofusachi
Radovan turn - 1 / Blessing of the Gods
Start of Turn
Current Location = Dam
Give card = Nil
Reveal Red Leather Jacket Acrobatics +2
Can I move? Acrobatics 11: 1d8 + 1 + 2 + 2 ⇒ (7) + 1 + 2 + 2 = 12 - YES!
Move = Canyon
Free explore = Canyon Card 1: Icy Terrain, Henchman 2, Barrier, Cold, Wisdom 12 (10)
No chance to succeed without 2 blessings, only one on the table
Auto - evade
End of Turn
Draw up Blessing of the Quartermaster 2, Snick
Summary
Location = Canyon Needs to be shuffled
Acquired =
Banished =
Examined = 1: Icy Terrain
Defeated =
Displayed =
Used =
Hand: Double Chicken Saber +1, Burglar's Buckler, Red Leathers, Venomous Fighting Fan +1, Blessing of the Quartermaster 2, Snick,
Displayed: Quang [ ], Norge [ ], , , , ,
Deck: 2 Discard: 7 Buried: 3
Notes: BoQuartermaster RECHARGES for +1d on non combat checks. Please use ONLY on non combat.
Dexterity d8 +1
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2
Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your locationis dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
Devil Forms
"[ ] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 14, Lazzero/KyleWorg
Monsters
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster C
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster C
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barriers
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Weapons
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Spells
Spell C
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
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 B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom
Divine 2 Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.
Spell C
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the 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 or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Armors
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Basic
Offhand
Shield 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.
Armor B
Traits:
Basic
Offhand
Shield 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.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
Armor C
Traits:
Basic
Offhand
Shield 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.
Items
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item C
Traits:
Basic
Tool To Acquire:
Strength
Melee 6 Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8 Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
Allies
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8 Banish this card to add a random item from the box to your hand.
Ally B
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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 C
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 15
Blessings Deck
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Radovan/MatsuKurisu, None
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
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
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lazzero/KyleWorg, None
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Location #4: Warrens
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
Location #5: Abbatoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/eddiephlash, None
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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Where to now?: 1d3 ⇒ 3
Lazzero shows up with Balazar. He decides to rally the party in order to patch up their wounds.
Use Signal Whistle Call over Radovan to the Abattoir.
Bury Acidic Whip +1 Heal Radovan 1d4+2.
Heal Radovan: 1d4 + 2 ⇒ (3) + 2 = 5
Radovan recovers 5!
Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Cure Divine DC8: 1d10 + 3 ⇒ (5) + 3 = 8
Balazar recovers 2!
Turn Over!
Hand: Malevolent Buckler, Circle of Law, Dog, Blessing of Dispater, Warhammer,
Displayed:
Deck: 8 Discard: 3 Buried: 1
Notes:
Sideboard cards:
Melee : Strength +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3, Knowledge : Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 5
Proficient with: Light Armors, Heavy Armors, [ ] Weapons
Powers:
You may ignore the Corrupted trait on a blessing you play on your ([ ] or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card; if she does, a character at your location shuffles 1d4+1 ([X] +2) cards from his discard pile into his deck.

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During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: 8-00B2: Ice is Nice
At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number or move to a random open location and end your move step.
Turn: 15, Balazar/eddiephlash
Monsters
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Barriers
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon B
Traits:
Chain
Finesse
Melee
Piercing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Weapon C
Traits:
2-Handed
Basic
Bow
Piercing
Ranged 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.
Spells
Spell C
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
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 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
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 C
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Offhand
Shield 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.
Armor B
Traits:
Elite
Light Armor
Magic 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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Light Armor 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 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire 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 C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and chose a character at your location to succeed at a Perception check.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Blessings
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 14
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficult 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 dealth 2d4 Fire damage. Then banish this card.
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Armor B
Traits:
Elite
Heavy Armor 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 you are proficient with heavy armors, bury this card instead.
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
Location #3: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Villain 2
Type: Monster
Traits:
Outsider
Elemental
Janni
Cold
Veteran
To Defeat:
Combat 13
THEN Combat 15
OR Diplomacy 13
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Location #4: Warrens
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
Location #5: Abbatoir
At This Location: The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Lazzero/KyleWorg, Radovan/MatsuKurisu, Balazar/eddiephlash, None
Henchman 2
Type: Barrier
Traits:
Obstacle
Cold
Veteran
To Defeat:
Intelligence
Wisdom
Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon B
Traits:
Basic
Melee
Slashing
Sword 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Mr. Balazar |

Off turn, heal 2 from Lazz: Fire Gecko, BotGreen Faith
Blessing is BotG.
Slip Slide: 1d3 ⇒ 3 Back to Abbatoir.
Banish Merc to recharge Black Spot. Recharge Eloquence to draw random monster: Siren (B). Recharge Evolution surge to draw random monster: Diseased Rats (2).
Skip exploring.
End turn. Cast Summon Steed to move to Canyon. Recharge:
Arcane 5: 1d12 + 3 ⇒ (10) + 3 = 13 Recharged!
Still End turn, recharge Desna's Star to recharge: Bound Imp
Reset hand, drawing 3
Hand (Size 6): BotElements, Siren (B), Diseased Rats (2), Augury, BotGods, Fire Gecko
Displayed: Padrig, Elemental Treaty, (at Deeper Dungeons)
Deck: 8 Discard: 3 Buried: 1
Notes: Monsters in hand available to add 1d4 + AD# to local combat. Feel free to use Blessings as well.
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12
Arcane: Charisma +2
Powers:
Hand Size 6
Proficient with: Light Armors
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Favored Card: Spell

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Turn order - Radovan, Lazzero, Balazar,
Heal 5 from Lazzero
NOT healed card 1: 1d7 ⇒ 3 - ac Blessing of Calistria
NOT healed card 2: 1d6 ⇒ 3 - Mirian Raas
Compass
Silver Balladeer
ac Blessing of Calistria
Mirian Raas
Blessing of the Quartermaster
Grogul
Blessing of Kofusachi
Radovan turn - 1 / Blessing of the Gods
Start of Turn
Current Location = Abattoir
Give card = Nil
Reveal Red Leather Jacket Acrobatics +2
Can I move? Acrobatics 11: 1d8 + 1 + 2 + 2 ⇒ (5) + 1 + 2 + 2 = 10 - No. Bury Red Leathers to add 3 =14 & Success
Move = Deeper Dungeon
Free explore = 3: Zhaleh Setat, Villain
Lazzero to Temp Close Abbottior - Use Lazzero Blessing & one from Balazar
Balazar to Temp Close Canyon - Use Balazar blessing
Zhaleh Setat, Villain 2, Type: Monster
Traits: Outsider, Veteran
To Defeat: Combat 13+2 THEN Combat 15+2 OR Diplomacy 13+2
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, recharge a weapon (Venomous Fighting Fan +1), then examine the top card of your deck (Compass), not weapon or spell; draw it.
Discard Double Chicken Saber +1 (Acrobatics) 1d8+1+2+1d8+1+1d6, Radovan 1-h +1d4, Norge +1 Fire, Villain Fire Vulnerability +1d8, Discard Blessing of the Quartermaster 2 +1d8
Combat 15: 1d8 + 1 + 2 + 1d8 + 1 + 1d6 + 1d4 + 1 + 1d8 + 1d8 ⇒ (7) + 1 + 2 + (5) + 1 + (2) + (3) + 1 + (7) + (4) = 33 - success
Double Chicken Saber +1, using results on subsequent checks +33
Combat 17: 33 = 33 - success, Villain defeated and we win!

Mr. Balazar |

Temp-close time! Bottom Blessing is: Blessing of Sarenrae. To Acquire: Constitution 4 OR Divine 5. Choose Con, and discard Botg.
Con 4: 2d6 ⇒ (4, 2) = 6 Success! Canyon Temp-Closed!
Discard BotE (or Sarenae!) for Lazz's Combat check