[PACG] Revenge of the Wicked [MorkXII]

Game Master MorkXII

Demoniac mythic path:
For your combat check, you may expend a mythic charge to conjure a servant.
Expend a mythic charge to add the scenario's adventure deck number to your check.
Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead.


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Dwarf Shaman | Deck Handler

Retainer:

Ally B
Traits
Elf
Hireling

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Retainer DC 4 cha: 1d6 ⇒ 5 success


Discard BoBaphomet for Emil.
Acquire Druid of the Leaf.

Recharge Agility to draw a monster: Worm Demon

Discard Druid of the Leaf to explore: Blessing of Ascension Acquired.

Discard Blessing of Ascension to explore: Incubus
Thargrap summons and encounters the Stonefist Crusader
Knowledge 11: 1d8 + 3 ⇒ (3) + 3 = 6 Nope.
Reveal Consecrate for Padrig, cast Black Spot, banish Worm Demon
Combat 15: 2d10 + 2 + 4 + 1d4 ⇒ (4, 6) + 2 + 4 + (2) = 18 Defeated.
Recover Black Spot

Draw up to 7.

Balazar wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d8 +1
Knowledge +2
WISDOM d6
CHARISMA d12 +4
Arcane +2

Powers
Hand Size 6 [X1] 7 ☐ 8
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 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 ([X2] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

Favored Card Type: Spell
Spell 6 ☑ 7 ☑ 8 ☐ 9
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4 ☐ 5
Ally 3 ☐ 4 ☐ 5
Blessing 3 ☑ 4
Cohort: Padrig (Summoner Class Deck)

Hand: Consecrate, Enchanted Fang, Enchanted Fang, Glibness, Thylacine, Blessing of Abraxas, Blessing of Shax
Displayed: Demoniac, Padrig
Deck: 5 Discard: 11 Buried: 2
Hero Points: Shirt Reroll Available (3-A):
Notes: Mythic Points: 0
Enchanted Fang:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Checks
Intelligence
Arcane
Wisdom
Divine
5

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

Enchanted Fang:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Checks
Intelligence
Arcane
Wisdom
Divine
5

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

Glibness:
Glibness
Spell B

Traits
Arcane
Divine
Elite
Magic

Checks
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Blessing of Abraxas:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Checks
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing of Shax:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Checks
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Demoniac:
Demoniac
Cohort B

Traits
Mythic Path

Powers
For your combat check, you may expend a mythic charge to conjure a servant.
Expend a mythic charge to add the scenario's adventure deck number to your check.
Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead.

Padrig:
Padrig
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Balazar

Powers
Display this card. While displayed, for your combat check, you may reveal a monster or a spell to roll 2d10, or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait.
While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-B: Cracking the Wardstone

    STORY BANES:

  • Villain: None
  • Henchmen: Stonefist Crusaders

    DURING THIS SCENARIO:

  • When building locations, set aside the henchmen, monsters and barriers, then shuffle them into a defender deck.
  • For your exploration, as long as the defender deck is non-empty, draw and encounter its top card as if it came from your location; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the defender deck; otherwise, you may encounter the top card of your location deck.
  • When the defender deck is empty, summon and build the location Wardstone Chamber; you may not expend mythic charges while at the Wardstone Chamber.
  • You immediately win once the Wardstone Chamber is empty.
  • Compelling Offer displayed.
  • Knights Pennon (x2) displayed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 2
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Monster 3
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 4
    Spoiler:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Monster 5
    Spoiler:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

    Powers
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

    Barrier 2
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Barrier 3
    Spoiler:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Barrier 4
    Spoiler:
    Rallying Cry
    Barrier B

    Traits
    Task
    Cache

    Check
    None
    0

    Powers
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Barrier 5
    Spoiler:
    Temptation of Favor
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
    After you act, banish the barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Sawtooth Sabre +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

    Weapon 2
    Spoiler:
    Unholy Aspergillum +3
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    9

    Powers
    If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    Weapon 3
    Spoiler:
    Giant Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Strength
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Strength or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 plus your Strength modifier to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Composite Bow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Hungering Staff
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Corrupted

    Check
    Strength
    Melee
    Arcane
    8

    Powers
    For your combat check, reveal this card to use your Strength or Arcane skill + 1d6+2; you may additionally discard a spell to add another 1d6 plus the spell's adventure deck number. If you fail this check and this card has the Corrupted trait, shuffle a monster from the box into your location deck.

    Random Spells:
    Spell 1
    Spoiler:
    Viper Strike
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Refuge
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    13
    OR
    Wisdom
    Divine
    9

    Powers
    Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Protect
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Shadow Barbs
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    For your combat check against a bane, recharge this card to use your Arcane, Divine, or Melee skill + 1d10 and add the Finesse trait. If you would fail this check and are proficient with weapons, you may instead discard this card to ignore the result and evade the bane.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard this card for its power, you may succeed at an Arcane or Divine 12 check to recharge this card instead.

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Eagle Knight Dress Uniform
    Armor 1

    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 3
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 5
    Spoiler:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Talisman of Good
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Mythic

    Check
    Divine
    11

    Powers
    Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
    After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

    Item 2
    Spoiler:
    Potion of Restoration
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    You may not play this card during an encounter.
    Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

    Item 3
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

    Item 4
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 5
    Spoiler:
    Monkey's Paw
    Item C

    Traits
    Object
    Gambling
    Corrupted

    Check
    See Below
    0

    Powers
    You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
    Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.

    Random Allies:
    Ally 1
    Spoiler:
    Devoted Cultist
    Ally 3

    Traits
    Human
    Cultist

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Discard this card and reveal a blessing that has an unlocked trait from the patron table to get a mythic charge.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Ally 3
    Spoiler:
    Devoted Cultist
    Ally 3

    Traits
    Human
    Cultist

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Discard this card and reveal a blessing that has an unlocked trait from the patron table to get a mythic charge.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Ally 5
    Spoiler:
    Kamilo Dann
    Ally 2

    Traits
    Human
    Soldier

    Check
    None
    0

    Powers
    When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
    Discard this card to add 1d6 to your combat check.
    Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 18 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 2 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 21 Thargrap)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 Deck Card 4 (Turn 22 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 5 (Turn 23 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 6 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 9 (Turn 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 10 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 11 (Turn 29 Shardra)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Abattior
    At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
    When Closing: Summon and defeat the henchman Brimorak
    When Permanently Closed: On closing, recharge a random weapon from your discard pile.
    M:0 Ba:0 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Abattior Card 1:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

    Abattior Card 2:
    Cold Iron Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    Abattior Card 3:
    Cold Iron Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:0
    Located here: Emil

    Great Hall Card 1:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

    Great Hall Card 2:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Great Hall Card 3:
    Rod of the Viper
    Weapon 3

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
    Display this card. While displayed, add 1d12 and the Poison trait to your combat checks.

    Great Hall Card 4:
    Wand of Cancellation
    Item 1

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
    After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

    Great Hall Card 5:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Sanctum
    Traits: Abyssal
    At This Location: When you move, bury a card.
    When Closing: Banish a card that has the Corrupted trait.
    When Permanently Closed: On closing, you may bury a card to move.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Guardpost
    At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
    When Closing: Summon and defeat the henchman Corrupted Soldier.
    When Permanently Closed: On closing, end your turn.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Arue

    Celestial Beacon
    At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
    When Closing: Summon and acquire a random non-Basic blessing.
    When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:0
    Located here: Shardra,

    Cell Card 1:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Cell Card 2:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

    Powers
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Cell Card 3:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

    Powers
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Cell Card 4:
    Elven Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Cell Card 5:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Wardstone Chamber
    At This Location: While the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
    When Closing: Banish a boon that has the Magic trait.
    When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Thargrap, Balazar
    Notes:

    Wardstone Chamber Card 1:
    Betrayal Demon
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    16

    Powers
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Wardstone Chamber Card 2:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Wardstone Chamber Card 3:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

    Powers
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.

    Wardstone Chamber Card 4:
    Berbalang
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    18

    Powers
    The Berbalang is immune to the Mental and Poison traits.
    If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
    If undefeated, discard the top card of your deck.


  • Emil's Deck Handler

    The hour of Ascension
    Remain at Great Hall.

    Explore:

    Potion of Nightvision:
    Item C
    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

    Intelligence 5: 1d6 ⇒ 3 banished

    Discard Apprentice to explore:

    Sacred Weapon:
    Spell B
    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Auto-fail and banish.

    Discard Caravan Guard 2 to explore:

    Rod of the Viper:
    Weapon 3
    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
    Display this card. While displayed, add 1d12 and the Poison trait to your combat checks.

    Discard BoShax to bless, expend a Mythic Charge to add # to the check.
    Strength 11: 2d8 + 3 ⇒ (6, 6) + 3 = 15 acquired

    Discard Caravan Guard to explore:

    Wand of Cancellation:
    Item 1
    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
    After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

    Would need help for this. Banish unless someone wants it.

    End turn & reset hand.

    Emil wrote:

    Hand: Marksman's Bow (1), Corrosive Dagger +1, Stalking Armor, Scale of Sacred Weaponry, Blessing of Deskari, Rod of the Viper (acq),

    Displayed: Knight's Pennon,
    Deck: 1 Discard: 13 Buried: 0
    Current Location: Great Hall
    Mythic Charges (Available): 3
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard a card to add 1d4 to a distant combat check
    L&D - Blessings; Knight's Pennon displays as soon as a character encounters a monster. Knight's Pennon +1 to all combat checks, if anyone reveals a Captain/Hireling/Soldier ally, +1 more.
    Other: Mythic Charges (Available): 3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Scale of Disguise,
    Discard Pile: Blessing of Sarenrae, Warhorse, Recruit, Blessing of Ascension (acq), Spirit Blade, Blessing of Shax (1), Blessing of Baphomet, Mongrel Archer, Marksman's Bow (2), Apprentice (acq), Caravan Guard 2, Blessing of Shax (2), Caravan Guard 1,
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Ranged: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you encounter a card, a character at your location may discard card; if she does, evade your encounter.
    You may discard a card to add 1d4 (☐ +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison ([X] or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead.


    Dwarf Shaman | Deck Handler

    flip BoAscension

    attempt to move, use BoDeskari
    Move? DC 7 str: 2d6 ⇒ (5, 3) = 8 can move.

    Move to Warstone Chamber. Exploree

    Betrayal Demon:

    Monster 2
    Traits
    Outsider
    Demon

    Check
    Combat
    16

    Powers
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Use life drain, Knights Pennon
    Betrayal Demon DC 16 combat: 1d10 + 7 + 2d4 + 2 ⇒ (3) + 7 + (4, 2) + 2 = 18 defeated, heal Codex1 from life drain
    Life drain recharge dc 11: 1d10 + 7 ⇒ (1) + 7 = 8 discarded

    AYA
    Wis DC 9: 1d10 + 4 ⇒ (5) + 4 = 9 no local damage

    Discard retainer to explore

    Incubus:

    Monster 2
    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Thargrap or Balazar summon and encounter adventure's servitor demon. Shardra can offer BoAbraxas.

    Stonefist Crusader:

    Henchman Monster 3
    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Back to Incubus
    Knowledge DC 11: 1d10 + 6 ⇒ (3) + 6 = 9 no bonus damage.

    Use Frigid blast, knight's pennon
    Incubus DC 15 combat: 1d10 + 7 + 2d4 + 2 ⇒ (3) + 7 + (2, 1) + 2 = 15
    frigid blast auto recharges

    EOD

    RESET

    Shardra wrote:

    Hand: BoAbraxas1, Spellcaster's Shield, Frigid Blast2, Fireblade1, Codex2, Kolo (IH),

    Displayed:
    Deck: 7 Discard: 9 Buried: 0 Mythic Charges: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 [X]+1 []+2 []+3 []+4
    Fortitude: Con+2
    Intelligence d6 []+1 []+2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom+3
    Knowledge: Wisdom+2
    Charisma d6 []+1 []+2

    Favored Card: Spell
    Hand size 5 [X]6
    Proficient with: Light Armor, []Heavy Armor
    Powers:
    When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the dice; that character takes the new result.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your (□ or any) location deck.

    "Mythic Path: Demoniac
    Mythic Path B
    Powers
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead."

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    Kolo (IH)
    Spoiler:
    Kolo (IH)
    Traits: Animal, Spirit, Divine, Veteran
    Powers: Reveal this card to add 3 plus the scenario's adventure deck number to your Stealth check.
    Recharge this card to reduce all damage dealt to you by 2.
    Bury this card to examine the top card of your location deck; if you have the Shaman trait, you may recharge this card instead.
    Frigid Blast2
    Spoiler:
    Frigid Blast2
    Traits: Magic, Arcane, Divine, Attack, Cold, Basic
    Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    Recharge: Divine 8 or Arcane 6
    Fireblade1
    Spoiler:
    Fireblade1
    Traits: Magic, Divine, Attack, Fire, Basic
    Powers: For your combat check, discard this card to use your Divine skill + 2d4.
    Recharge: Divine 8
    Spellcaster's Shield
    Spoiler:
    Spellcaster's Shield
    Traits: Shield, Offhand, Magic
    Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Codex2
    Spoiler:
    Codex2
    Traits: Book, Basic
    Powers: 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.
    BoAbraxas1
    Spoiler:
    BoAbraxas1
    Traits: Divine, Abraxas, Corrupted
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Displayed descriptions:
    "
    will redraw another card if BoAbraxas was used vs servitor

    TLDR
    moved to wardstone.
    Banished cards 1 and 2
    thargrap or balazar need to encounter Stonefist Crusader.


    Stonefist Crusader:
    Discard Thylacine to evade.


    Before acting damage is 4 now, which is painful. I discard everything but Sinderbos. Banish the Mercenary to add 1d4 and bury a corrupted blessing to get one fewer in my discards.
    combat 18: 1d10 + 5 + 1d8 + 1 + 1d4 + 1d6 ⇒ (8) + 5 + (6) + 1 + (3) + (3) = 26 Defeated.


    Turn 20: The hour is Blessing of Pulura

    Pick up my gift. Hold on to it.

    Move to Wardstone Chamber

    Free exploration: Death of Righteousness
    Thargrap, Balazaar, and Shardra all have to encounter it as well.
    Scribe
    Konweldge 10: 1d12 + 2 + 2d6 ⇒ (12) + 2 + (1, 6) = 21
    Success
    Defeated

    Discard Devoted Cultist to explore: Berbalang
    Force Shortbow +1, Sniper's Studded Leather, Knight's Pennon x2, Emil's Marksman's bow, Emil's power
    Combat 18: 1d8 + 6 + 1d6 + 1 + 2d4 + 2 + 2 + 1d8 + 1d4 ⇒ (4) + 6 + (6) + 1 + (2, 2) + 2 + 2 + (4) + (2) = 31
    Success
    Defeated

    We win.


    Wisdom 12: 4d6 + 1d4 + 1 ⇒ (6, 3, 1, 3) + (2) + 1 = 16


    Dwarf Shaman | Deck Handler

    Knowledge 10: 1d10 + 6 ⇒ (4) + 6 = 10 success

    still have BoAbraxas for someone


    Knowledge 10: 1d8 + 3 + 1d8 ⇒ (4) + 3 + (8) = 15


    DEVELOPMENT:
    As you reached the wardstone, you witnessed a dramatic turn of events. Before you, a mighty ophidian demon was striking at the wardstone exactly at the moment the ritual ended, resulting in a resounding blast of holy energy throughout the fortress that disintegrated any demon it touched on the spot. At the same time, the energy burned through you with a sensation of purification as you experienced a vision sent by Iomedea. As the vision ended, you regained control over your bodies – only to realize that your connection with the abyss was severed.

    SCENARIO REWARD:

  • Each character gains a power feat.
  • Remove all Blessings of Baphomet and all Blessings of Deskari from the game.
  • For the rest of this adventure, add 4 to your checks against banes that have the Demon trait.

    ACQUIRED CARDS:
    Weapon 1 Acidic Whip +1
    Weapon 3 Hangman's Noose
    Spell 1 Bloodscent
    Spell 1 Life Drain
    Armor 2 Corruptive Half-Plate
    Armor 1 Ghoul Hide
    Ally B Apprentice
    Ally 3 Devoted Cultist
    Ally 3 Druid of the Leaf
    Ally C Mastiff
    Ally B Retainer
    Ally 2 Scribe
    Blessing B Blessing of Ascension
    Blessing B Blessing of Ascension
    Blessing C Blessing of Ascension


  • Emil's Deck Handler

    Power Feat: "You may discard a card to add 1d4 ([X] +1)..."


    Dwarf Shaman | Deck Handler

    power feat: when you succeed at your knowledge check [...] ([x]Or any) location deck"


    Power Feat: Hand size 6


    Power feat: Hand Size 8.


    3-C: Divine Revelation
    The vision has revealed that you have been manipulated by the cult of Baphomet all along. It showed you that Anevia, Aron and Varashnial had been cultists themselves, using you for years to help them in various tasks for Baphomet. Their betrayal was orchastrated by Xanthir Vang himself, willingly sacrificing them to recruit you into his ranks. However, there are more pressing issues for now – the attack failed, and you need to flee the fortress. You won't leave empty-handed though, as the last attack of the ophidian demon did chip off a fragment of the wardstone.

    LOCATIONS:
    1 Wardstone Chamber
    2 Celestial Beacon
    3 Sanctum
    4 Great Hall
    5 Citadel
    6 Collapsing Bridge

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.


  • During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

    Powers
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Monster 2
    Spoiler:
    Betrayal Demon
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    16

    Powers
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Monster 3
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Monster 4
    Spoiler:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Monster 5
    Spoiler:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.

    Random Barriers:
    Barrier 1
    Spoiler:
    Temptation of Sorcery
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 2
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

    Powers
    Each character at an open location summons and encounters this adventure's servitor demon. For each character that does not evade or defeated her servitor demon, discard the top card of the blessings deck.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Barrier 5
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

    Powers
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 2
    Spoiler:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Weapon 3
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Force Shortbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
    If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Giant Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Strength
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Strength or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 plus your Strength modifier to a combat check by a character at another location.

    Random Spells:
    Spell 1
    Spoiler:
    Life Drain
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    9

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Stunning Barrier
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter. If you would shuffle it into its deck, you may place it anywhere in its deck instead.

    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Detect Thoughts
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Glamour
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Charisma
    Arcane
    8

    Powers
    Display this card next to a character's deck. While displayed, treat your character card as if it has that character's skills in addition to your own. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 8 check to recharge it instead.

    Spell 5
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Malevolent Buckler
    Armor 1

    Traits
    Shield
    Magic
    Corrupted

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2; you may additionally deal another character at your location 2 Force damage to instead reduce the damage dealt to you by 4. If proficient with light armors and this card does not have the Corrupted trait, you may reveal this card instead, and you may play another armor on this check.

    Random Items:
    Item 1
    Spoiler:
    Tome of Mental Prowess
    Item 3

    Traits
    Book
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

    Powers
    Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

    Item 2
    Spoiler:
    Monkey's Paw
    Item C

    Traits
    Object
    Gambling
    Corrupted

    Check
    See Below
    0

    Powers
    You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
    Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.

    Item 3
    Spoiler:
    Mist Horn
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Item 4
    Spoiler:
    Almanac
    Item 1

    Traits
    Book
    Elite

    Check
    Intelligence
    Knowledge
    7

    Powers
    Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    Random Allies:
    Ally 1
    Spoiler:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

    Powers
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

    Powers
    Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Raconteur
    Ally B

    Traits
    Gnome
    Bard

    Check
    Charisma
    Diplomacy
    5

    Powers
    Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Jesker Helton
    Ally 3

    Traits
    Human
    Cleric

    Check
    None
    0

    Powers
    To acquire this card, summon and defeat this adventure's servitor demon.
    Recharge this card to add 1d4 to your Divine or Ranged check.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    Ally 5
    Spoiler:
    Blackwing Librarian
    Ally B

    Traits
    Human
    Wizard
    Basic

    Check
    Intelligence
    Knowledge
    6
    OR
    Diplomacy
    8

    Powers
    Recharge this card to succeed at your check against a boon that has the Arcane trait.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 1 Thargrap/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Balazar)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 3 Emil)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 4 Shardra)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 5 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 (Turn 6 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 6 (Turn 7 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 (Turn 8 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 8 (Turn 9 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 Deck Card 9 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 12 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 12 (Turn 13 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 14 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 16 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 17 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 23 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 25 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 27 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 28 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 29 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location: While the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
    When Closing: Banish a boon that has the Magic trait.
    When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
    M:5 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1

    Wardstone Chamber Card 1:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber Card 2:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber Card 3:
    Drocha Swarm
    Monster 3

    Traits
    Undead
    Swarm
    Incorporeal

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    17

    Powers
    The Drocha Swarm is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
    If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.

    Wardstone Chamber Card 4:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Wardstone Chamber Card 5:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Wardstone Chamber Card 6:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wardstone Chamber Card 7:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Wardstone Chamber Card 8:
    Demon Eater
    Monster 3

    Traits
    Outsider

    Check
    Combat
    21

    Powers
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.

    Wardstone Chamber Card 9:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Wardstone Chamber Card 10:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.


  • Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8 +1
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +4
    Arcane +2

    Powers
    Hand Size 6 [X1] 7 [X3] 8
    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 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 ([X2] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

    Favored Card Type: Spell
    Spell 6 ☑ 7 ☑ 8 ☐ 9
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5
    Blessing 3 ☑ 4
    Cohort: Padrig (Summoner Class Deck)

    Hand: Agility, Black Spot, Detect Thoughts, Enchanted Fang, Glibness, Ring of Forcefangs, Sage's Journal, Blessing of Shax
    Displayed: Padrig
    Deck: 10 Discard: 0 Buried: 1
    Hero Points: Shirt Reroll Available (3-C):
    Notes: Mythic Points: 3
    +4 vs Demons in AD3.
    Agility:
    Agility
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Black Spot:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Glibness:
    Glibness
    Spell B

    Traits
    Arcane
    Divine
    Elite
    Magic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Blessing of Shax:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Checks
    Combat
    9
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

    Powers
    Display this card. While displayed, for your combat check, you may reveal a monster or a spell to roll 2d10, or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait.
    While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


    Emil's Deck Handler

    Swap in Rod of the Viper and Druid of the Leaf for Corrosive Dagger +1 and Recruit.

    Emil wrote:

    Hand: Marksman's Bow (1), Stalking Armor, Mongrel Archer, Warhorse, Knight's Pennon, Blessing of Ascension (1),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Wardstone Chamber
    Mythic Charges (Available): 3
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard a card to add 1d4+1 to a distant combat check
    L&D - Blessing; Knight's Pennon will be displayed as soon as a character encounters a monster. Knight's Pennon +1 to all combat checks, if anyone reveals a Captain/Hireling/Soldier ally, +1 more.
    Other: Mythic Charges (Available): 3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shax (2), Scale of Sacred Weaponry, Spirit Blade, Blessing of Sarenrae, Scale of Disguise, Druid of the Leaf, Caravan Guard 1, Marksman's Bow (2), Caravan Guard 2, Blessing of Shax (1), Rod of the Viper, Blessing of Ascension (2)
    Recharged:
    Discard Pile:
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Ranged: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you encounter a card, a character at your location may discard card; if she does, evade your encounter.
    You may discard a card to add 1d4 ([X] +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison ([X] or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead.

    Silver Crusade RPG Superstar 2014 Top 16

    Power feat: Hand size 5.

    "

    Thargrap wrote:

    Hand: Cold Iron Mace +1, Fiery Glare, Cleaving Dogslicer +3, Hellmouth Lash, Blessing of Ascension 2,

    Displayed: Blood God Nulgreth,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 0
    Mythic Charges: 3
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension 3, Backbreaker Mail, Blessing of Shax 2, Blessing of Shax, Qadnys Orlun, Blessing of Torag, Blessing of Ascension, Manual of War, Heat Metal, Skitter, Sinderbos, Demon Hunter's Handbook, Black Dagger Chemist
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +2
    Arcane: Charisma +2

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    Demoniac
    Mythic Path B

    Powers:
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead.

    "


    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Corrosive Dagger +1, Sniper's Studded Leather, Knight's Pennon, Blessing of Shelyn, Blessing of Abadar, Arueshalae's Gift,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Wardstone Chamber
    Hero Points: 0
    Mythic Tokens: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spherewalker Staff, Blessing of Nethys, Starbow, Blessing of Ascension, Kimroth Otai, Blessing of Deskari, Force Shortbow +1, Grave Tender, Archer's Bracers, Scribe, Swallowtail Bracers, Blessing of Iomedae
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
     Ranged: Dexterity +2
     Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
     Knowledge: Charisma +1
     Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☑ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Arueshalae's Gift
    Displayed next to: Thargrap
    Display this card next to another character's deck and put a marker on 1 of the traits below. When you add this card to your hand, remove any markers on it.
    ⚪Strength
    ⚪Dexterity
    ⚪Constitution
    ⚪Intelligence
    ⚪Wisdom
    ⚫Charisma


    Dwarf Shaman | Deck Handler
    Shardra wrote:

    Hand: Kolo, Spellcaster's Shield, BoAscension3, Demon Hunter's Handbook, Codex2, Fireblade2, Life Drain,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0 Mythic Charges: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 [X]+1 []+2 []+3 []+4
    Fortitude: Con+2
    Intelligence d6 []+1 []+2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom+3
    Knowledge: Wisdom+2
    Charisma d6 []+1 []+2

    Favored Card: Spell
    Hand size 5 [X]6
    Proficient with: Light Armor, []Heavy Armor
    Powers:
    When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the dice; that character takes the new result.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck.

    "Mythic Path: Demoniac
    Mythic Path B
    Powers
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead."

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    Kolo
    Spoiler:
    Kolo
    Traits: Animal, Spirit, Divine, Veteran
    Powers: Reveal this card to add 3 to your Knowledge check.
    Recharge this card to add 1d8 plus the scenario's adventure deck number to a check by a character at your location to defeat a barrier or close a location.
    Fireblade2
    Spoiler:
    Fireblade2
    Traits: Magic, Divine, Attack, Fire, Basic
    Powers: For your combat check, discard this card to use your Divine skill + 2d4.
    Recharge: Divine 8
    Life Drain
    Spoiler:
    Life Drain
    Traits: Magic, Arcane, Divine, Attack, Healing
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
    Recharge: Arcane 9 or Divine 11
    Spellcaster's Shield
    Spoiler:
    Spellcaster's Shield
    Traits: Shield, Offhand, Magic
    Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Demon Hunter's Handbook
    Spoiler:
    Demon Hunter's Handbook
    Traits: Book, Veteran
    Powers: Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it
    Codex2
    Spoiler:
    Codex2
    Traits: Book, Basic
    Powers: 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.
    BoAscension3
    Spoiler:
    BoAscension3
    Traits: Divine, Mythic, Basic
    Powers: If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Displayed descriptions:
    "


    Thargrap explores to find Blessing of Sarenrae.
    Constitution 4: 1d8 ⇒ 2 Banished.

    Blessing of Ascension to explore. Another blessing of Sarenrae.
    Constitution 4: 1d8 ⇒ 3 BAH! Banished.

    Meh. Clearly Thargrap doesn't like this do-gooder stuff.

    "

    Thargrap wrote:

    Hand: Cold Iron Mace +1, Fiery Glare, Cleaving Dogslicer +3, Hellmouth Lash, Heat Metal,

    Displayed: Blood God Nulgreth,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0
    Mythic Charges: 3
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension, Skitter, Qadnys Orlun, Manual of War, Black Dagger Chemist, Sinderbos, Blessing of Shax, Demon Hunter's Handbook, Blessing of Torag, Blessing of Ascension 3, Blessing of Shax 2, Backbreaker Mail
    Recharged:
    Discard Pile: Blessing of Ascension 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +2
    Arcane: Charisma +2

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    Demoniac
    Mythic Path B

    Powers:
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead.

    "


    Hour: Abadar.

    Recharge Agility to draw a monster: Mercenary

    Explore: Drocha Swarm
    Reveal Detect Thoughts for Padrig, cast Enchanted Fang for +d4+Magic, banish Mercenary for +d4, discard Blessing of Shax
    Combat 17: 2d10 + 2 + 1d4 + 1d4 + 1d20 ⇒ (7, 6) + 2 + (2) + (4) + (13) = 34 Defeated.
    Draw Drocha Swarm.
    Recover Enchanted Fang.

    Draw up to 8.

    Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8 +1
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +4
    Arcane +2

    Powers
    Hand Size 6 [X1] 7 [X3] 8
    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 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 ([X2] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

    Favored Card Type: Spell
    Spell 6 ☑ 7 ☑ 8 ☐ 9
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5
    Blessing 3 ☑ 4
    Cohort: Padrig (Summoner Class Deck)

    Hand: Black Spot, Detect Thoughts, Glibness, Ring of Forcefangs, Sage's Journal, Animated Zombie, Blessing of Shax, Drocha Swarm
    Displayed: Padrig
    Deck: 10 Discard: 1 Buried: 1
    Hero Points: Shirt Reroll Available (3-C):
    Notes: Mythic Points: 3
    +4 vs Demons in AD3.
    Black Spot:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Glibness:
    Glibness
    Spell B

    Traits
    Arcane
    Divine
    Elite
    Magic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Blessing of Shax:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Checks
    Combat
    9
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength or Dexterity check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

    Powers
    Display this card. While displayed, for your combat check, you may reveal a monster or a spell to roll 2d10, or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait.
    While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 2
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
    If defeated, recharge a random blessing from your discard pile.
    If undefeated, bury the bottom card of your deck.

    Monster 3
    Spoiler:
    Warmonger Wasp
    Monster 3

    Traits
    Construct
    Vermin

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
    While you act, all damage dealt by the Warmonger Wasp is Poison damage.

    Monster 4
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

    Powers
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.

    Monster 5
    Spoiler:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

    Powers
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

    Powers
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Barrier 2
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Barrier 4
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Barrier 5
    Spoiler:
    Rallying Cry
    Barrier B

    Traits
    Task
    Cache

    Check
    None
    0

    Powers
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cold Iron Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Venomous Hand Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally recharge another weapon that has the Ranged trait to add another 1d8+1 and the Poison trait.

    Weapon 3
    Spoiler:
    Sawtooth Sabre +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

    Weapon 4
    Spoiler:
    Sacrificial Dagger
    Weapon 2

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge any number of allies to add another 1d4 for each ally recharged. If this card has the Corrupted trait, discard the allies instead.
    On your combat check, if you played another weapon, discard this card to add 1d4+2.

    Weapon 5
    Spoiler:
    Giant Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Strength
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Strength or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 plus your Strength modifier to a combat check by a character at another location.

    Random Spells:
    Spell 1
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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 3
    Spoiler:
    Restore Mythic Power
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Spell 4
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Detect Thoughts
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Random Items:
    Item 1
    Spoiler:
    Phlegmatic Talisman
    Item 3

    Traits
    Accessory
    Magic
    Corrupted

    Check
    Wisdom
    Divine
    10

    Powers
    Recharge this card to search your deck for an ally that has the Demon or Devil trait and draw it. If this card has the Corrupted trait, bury this card instead.

    Item 2
    Spoiler:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

    Powers
    When you defeat a non-villain, non-henchman monster and would banish it, reveal this card to put it in your hand instead.
    Discard this card and banish a monster from your hand to add 1d8 plus the monster's adventure deck number and the Fire trait to your combat check. If this card has the Corrupted trait, after the check you are dealt an amount of Fire damage equal to 1 plus the monster's adventure deck number.

    Item 3
    Spoiler:
    Tome of Mental Prowess
    Item 3

    Traits
    Book
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

    Powers
    Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

    Item 4
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

    Item 5
    Spoiler:
    Spellguard Bracers
    Item B

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    Discard this card to succeed at your check to recharge a spell.
    Discard this card to recharge a random spell from your discard pile.

    Random Allies:
    Ally 1
    Spoiler:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Ally 2
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    You may not play this card during an encounter.
    Display this card to draw 2 cards. At the end of the turn, discard this card.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Jesker Helton
    Ally 3

    Traits
    Human
    Cleric

    Check
    None
    0

    Powers
    To acquire this card, summon and defeat this adventure's servitor demon.
    Recharge this card to add 1d4 to your Divine or Ranged check.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    Ally 4
    Spoiler:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Ally 5
    Spoiler:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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 3
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 3 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Torag

    Top Blessing:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Shardra)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 5 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 3 (Turn 6 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 4 (Turn 7 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 (Turn 8 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 6 (Turn 9 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 Deck Card 7 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 12 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 10 (Turn 13 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 12 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 13 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 14 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 21 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 22 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 23 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 25 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 26 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 27 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location: While the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
    When Closing: Banish a boon that has the Magic trait.
    When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: everyone

    Wardstone Chamber Card 1:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Wardstone Chamber Card 2:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Wardstone Chamber Card 3:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wardstone Chamber Card 4:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Wardstone Chamber Card 5:
    Demon Eater
    Monster 3

    Traits
    Outsider

    Check
    Combat
    21

    Powers
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.

    Wardstone Chamber Card 6:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Wardstone Chamber Card 7:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.


  • Emil's Deck Handler

    The hour of Torag
    Remain at Wardstone Chamber.

    Explore:

    Will-O'-Wisp:
    Monster 3
    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Display Knight's Pennon. I'm assuming Arushalae also displays Knight's Pennon.
    Auto-fail the Wisdom 10 check with a d4.
    Recharge: 1d4 ⇒ 4 cards: Stalking Armor, Mongrel Archer, Warhorse, BoAscension.
    Reveal Marksman's Bow, Knight's Pennons for +2.
    Combat 16: 1d10 + 5 + 1d8 + 3 + 2 ⇒ (2) + 5 + (8) + 3 + 2 = 20 defeated & banished

    End turn & reset hand.

    Emil wrote:

    Hand: Marksman's Bow (1), Marksman's Bow (2), Scale of Disguise, Caravan Guard 1, Blessing of Shax (1), Blessing of Shax (2),

    Displayed: Knight's Pennon,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Wardstone Chamber
    Mythic Charges (Available): 3
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard a card to add 1d4+1 to a distant combat check
    L&D - Blessing; Knight's Pennon will be displayed as soon as a character encounters a monster. Knight's Pennon +1 to all combat checks, if anyone reveals a Captain/Hireling/Soldier ally, +1 more.
    Other: Mythic Charges (Available): 3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spirit Blade, Druid of the Leaf, Scale of Sacred Weaponry, Rod of the Viper, Blessing of Sarenrae, Caravan Guard 2, Blessing of Ascension (2)
    Recharged: Blessing of Ascension (1), Mongrel Archer, Warhorse, Stalking Armor,
    Discard Pile:
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Ranged: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you encounter a card, a character at your location may discard card; if she does, evade your encounter.
    You may discard a card to add 1d4 ([X] +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison ([X] or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead.


    Displayed Knight's Pennon.

    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Corrosive Dagger +1, Sniper's Studded Leather, Blessing of Shelyn, Blessing of Abadar, Arueshalae's Gift,

    Displayed: Knight's Pennon,
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Wardstone Chamber
    Hero Points: 0
    Mythic Tokens: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archer's Bracers, Scribe, Grave Tender, Blessing of Deskari, Force Shortbow +1, Starbow, Swallowtail Bracers, Blessing of Ascension, Spherewalker Staff, Blessing of Iomedae, Blessing of Nethys, Kimroth Otai
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
     Ranged: Dexterity +2
     Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
     Knowledge: Charisma +1
     Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☑ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Arueshalae's Gift
    Displayed next to: Thargrap
    Display this card next to another character's deck and put a marker on 1 of the traits below. When you add this card to your hand, remove any markers on it.
    ⚪Strength
    ⚪Dexterity
    ⚪Constitution
    ⚪Intelligence
    ⚪Wisdom
    ⚫Charisma


    Dwarf Shaman | Deck Handler

    explore

    Gargoyle:

    Monster 2
    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    use fireblade

    Gargoyle DC 14: 1d10 + 7 + 2d4 ⇒ (8) + 7 + (1, 1) = 17
    fireblade auto-recharge

    Shardra wrote:

    Hand: Kolo, Spellcaster's Shield, BoAscension3, Demon Hunter's Handbook, Codex2, Life Drain,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0 Mythic Charges: 3
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 [X]+1 []+2 []+3 []+4
    Fortitude: Con+2
    Intelligence d6 []+1 []+2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom+3
    Knowledge: Wisdom+2
    Charisma d6 []+1 []+2

    Favored Card: Spell
    Hand size 5 [X]6
    Proficient with: Light Armor, []Heavy Armor
    Powers:
    When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the dice; that character takes the new result.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck.

    "Mythic Path: Demoniac
    Mythic Path B
    Powers
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead."

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    Kolo
    Spoiler:
    Kolo
    Traits: Animal, Spirit, Divine, Veteran
    Powers: Reveal this card to add 3 to your Knowledge check.
    Recharge this card to add 1d8 plus the scenario's adventure deck number to a check by a character at your location to defeat a barrier or close a location.
    Life Drain
    Spoiler:
    Life Drain
    Traits: Magic, Arcane, Divine, Attack, Healing
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
    Recharge: Arcane 9 or Divine 11
    Spellcaster's Shield
    Spoiler:
    Spellcaster's Shield
    Traits: Shield, Offhand, Magic
    Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Demon Hunter's Handbook
    Spoiler:
    Demon Hunter's Handbook
    Traits: Book, Veteran
    Powers: Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it
    Codex2
    Spoiler:
    Codex2
    Traits: Book, Basic
    Powers: 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.
    BoAscension3
    Spoiler:
    BoAscension3
    Traits: Divine, Mythic, Basic
    Powers: If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Displayed descriptions:
    "

    TLDR cleared card 2


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Monster 2
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 3
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
    If defeated, recharge a random blessing from your discard pile.
    If undefeated, bury the bottom card of your deck.

    Monster 5
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Random Barriers:
    Barrier 1
    Spoiler:
    Temptation of Sorcery
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 2
    Spoiler:
    Temptation of Arms
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Barrier 5
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Hungering Staff
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Corrupted

    Check
    Strength
    Melee
    Arcane
    8

    Powers
    For your combat check, reveal this card to use your Strength or Arcane skill + 1d6+2; you may additionally discard a spell to add another 1d6 plus the spell's adventure deck number. If you fail this check and this card has the Corrupted trait, shuffle a monster from the box into your location deck.

    Weapon 2
    Spoiler:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

    Weapon 3
    Spoiler:
    Rod of the Viper
    Weapon 3

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
    Display this card. While displayed, add 1d12 and the Poison trait to your combat checks.

    Weapon 4
    Spoiler:
    Acidic Whip +1
    Weapon 1

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Acid

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the encounter.

    Weapon 5
    Spoiler:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Desecrate
    Spell 2

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Banish a number of blessings from the blessings deck equal to 1 plus the scenario's adventure deck number, then attempt to close your location. Then banish this card.

    Spell 2
    Spoiler:
    Animate Dead
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Undead

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to draw random monsters that have an adventure deck number of 1 or higher from the box until the sum of these monster's adventure deck numbers is greater than the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Restore Mythic Power
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Spell 4
    Spoiler:
    Glamour
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Charisma
    Arcane
    8

    Powers
    Display this card next to a character's deck. While displayed, treat your character card as if it has that character's skills in addition to your own. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 8 check to recharge it instead.

    Spell 5
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Eagle Knight Dress Uniform
    Armor 1

    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 5
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

    Powers
    When you defeat a non-villain, non-henchman monster and would banish it, reveal this card to put it in your hand instead.
    Discard this card and banish a monster from your hand to add 1d8 plus the monster's adventure deck number and the Fire trait to your combat check. If this card has the Corrupted trait, after the check you are dealt an amount of Fire damage equal to 1 plus the monster's adventure deck number.

    Item 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    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 3
    Spoiler:
    Potion of Restoration
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    You may not play this card during an encounter.
    Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

    Item 4
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 5
    Spoiler:
    Abyssal Traveler's Kit
    Item B

    Traits
    Tool

    Check
    Intelligence
    Knowledge
    7

    Powers
    Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

    Random Allies:
    Ally 1
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Ally 2
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

    Powers
    On your first combat check of the turn, recharge this card to add 1d8.
    Discard this card to explore your location.
    After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

    Ally 5
    Spoiler:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 3
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 5 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 2 (Turn 7 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 3 (Turn 8 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 4 (Turn 9 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 Deck Card 5 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 12 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 8 (Turn 13 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 10 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 11 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 12 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 13 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 14 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 19 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 21 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 23 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location: While the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
    When Closing: Banish a boon that has the Magic trait.
    When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: everyone

    Wardstone Chamber Card 1:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wardstone Chamber Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Wardstone Chamber Card 3:
    Demon Eater
    Monster 3

    Traits
    Outsider

    Check
    Combat
    21

    Powers
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.

    Wardstone Chamber Card 4:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Wardstone Chamber Card 5:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.


  • Turn 5: The hour is Blessing of Ascension

    Free exploration: Cleric of Iomedae
    Corrosive Dagger +1, Sniper's Studded Leather, Kingt's Pennon x2 (Emil reveals Caravan Guard)
    Combat 11+6=17: 1d8 + 6 + 1d4 + 1 + 1d4 + 4 + 2 ⇒ (1) + 6 + (1) + 1 + (1) + 4 + 2 = 16
    Oh come one.
    Ask Shardra to recharge Life Drain to let me reroll.
    Combat 11+6=17: 1d8 + 6 + 1d4 + 1 + 1d4 + 4 + 2 ⇒ (2) + 6 + (2) + 1 + (4) + 4 + 2 = 21
    Success
    Defeated

    Automatically succeed at closing the location.

    Gain the Wardstone Fragment and end my turn.

    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Wardstone Fragment, Swallowtail Bracers, Grave Tender, Blessing of Shelyn, Blessing of Abadar,

    Displayed: Knight's Pennon, Arueshalae's Gift,
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Wardstone Chamber
    Hero Points: 0
    Mythic Tokens: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension, Force Shortbow +1, Scribe, Kimroth Otai, Archer's Bracers, Blessing of Iomedae, Starbow, Blessing of Nethys, Spherewalker Staff, Blessing of Deskari
    Recharged: Corrosive Dagger +1, Sniper's Studded Leather,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
     Ranged: Dexterity +2
     Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
     Knowledge: Charisma +1
     Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☑ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Arueshalae's Gift
    Displayed next to: Thargrap
    Display this card next to another character's deck and put a marker on 1 of the traits below. When you add this card to your hand, remove any markers on it.
    ⚪Strength
    ⚪Dexterity
    ⚪Constitution
    ⚪Intelligence
    ⚪Wisdom
    ⚫Charisma


    Wardstone Fragment:
    Wardstone Fragment
    Loot Item 1

    Traits
    Object
    Magic
    Divine

    Check
    0

    Powers
    Reveal this card and discard a card to examine the top card of a location deck at a location that has the Abyssal trait.
    You may recharge this card when you reset your hand.
    Remove this card from the game to allow each character to shuffle his hand, buried cards, and discard pile into his deck, then draw his hand size in cards. Dead characters are no longer dead.


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

    Check
    (Dragon)
    Combat
    21
    THEN
    (Rider)
    Combat
    23

    Powers
    The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
    If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

    Monster 2
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
    If unefeated, the damage dealth by the Peryton is increased by 3.

    Monster 3
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

    Powers
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.

    Monster 4
    Spoiler:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    20

    Powers
    The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
    If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
    After you act, shuffle this card into a random open location, then move to a random location.

    Monster 5
    Spoiler:
    Dominion Scientist
    Monster 3

    Traits
    Aberration
    Sorcerer

    Check
    Combat
    21
    OR
    Knowledge
    15

    Powers
    Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

    Random Barriers:
    Barrier 1
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

    Powers
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Barrier 2
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

    Powers
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Barrier 4
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

    Powers
    Each character at an open location summons and encounters this adventure's servitor demon. For each character that does not evade or defeated her servitor demon, discard the top card of the blessings deck.
    After you act, banish this barrier.

    Barrier 5
    Spoiler:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Random Weapons:
    Weapon 1
    Spoiler:
    Spiked Chain +1
    Weapon 1

    Traits
    Chain
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill plus 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Weapon 2
    Spoiler:
    Skirmishing Spear
    Weapon 3

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Weapon 3
    Spoiler:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Ranseur of the Gargoyle
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

    Weapon 5
    Spoiler:
    Venomous Hand Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally recharge another weapon that has the Ranged trait to add another 1d8+1 and the Poison trait.

    Random Spells:
    Spell 1
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

    Powers
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    Spell 2
    Spoiler:
    Ray of Sickening
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a monster you encounter that does not have any of the Construct, Ooze, or Undead traits. If you would shuffle the monster into the deck it came from, instead set aside half the cards (rounding down) from the top of the deck, put the monster on top of the deck, then put the cards you set aside on top of the monster.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Shadow Barbs
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    For your combat check against a bane, recharge this card to use your Arcane, Divine, or Melee skill + 1d10 and add the Finesse trait. If you would fail this check and are proficient with weapons, you may instead discard this card to ignore the result and evade the bane.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard this card for its power, you may succeed at an Arcane or Divine 12 check to recharge this card instead.

    Random Armors:
    Armor 1
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Ghoul Hide
    Armor 1

    Traits
    Light Armor
    Magic
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    Craft
    7

    Powers
    If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
    Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Devil Armor
    Armor 3

    Traits
    Heavy Armor
    Corrupted
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    If proficient with heavy armors, recharge this card to reduce Combat or Fire damage dealt to you to 0. Then if this card has the Corrupted trait, search the blessings deck until you find 2 blessings and banish them; if you also have the Hellknight trait, search for an banish 1 instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Swarmlord's Jar
    Item 3

    Traits
    Object
    Magic

    Check
    Arcane
    Divine
    Craft
    9

    Powers
    Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
    When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

    Item 2
    Spoiler:
    Tome of Mental Prowess
    Item 3

    Traits
    Book
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

    Powers
    Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

    Item 3
    Spoiler:
    Wand of Paralyze
    Item B

    Traits
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

    Item 4
    Spoiler:
    Planar Tuning Fork
    Item 2

    Traits
    Tool
    Magic

    Check
    Intelligence
    Knowledge
    10

    Powers
    While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

    Item 5
    Spoiler:
    Fortune's Arrow
    Item 3

    Traits
    Arrow
    Piercing
    Ranged
    Magic
    Mythic

    Check
    Dexterity
    Ranged
    12

    Powers
    If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

    Random Allies:
    Ally 1
    Spoiler:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

    Powers
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Ally 3
    Spoiler:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Ally 4
    Spoiler:
    Devoted Cultist
    Ally 3

    Traits
    Human
    Cultist

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Discard this card and reveal a blessing that has an unlocked trait from the patron table to get a mythic charge.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Pegasus
    Ally 3

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Discard this card to explore your location, or to move to another location and explore it.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 5 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 2 (Turn 7 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 3 (Turn 8 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 4 (Turn 9 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 Deck Card 5 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 12 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 8 (Turn 13 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 10 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 11 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 12 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 13 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 14 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 19 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 21 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 23 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 24 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Arue, Thargrap, Balazar, Emil, Shardra

    Celestial Beacon
    At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
    When Closing: Summon and acquire a random non-Basic blessing.
    When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
    M:3 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:2 ?:1

    Celestial Beacon Card 1:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Celestial Beacon Card 2:
    Lost Soul
    Monster 3

    Traits
    Undead

    Check
    Combat
    19

    Powers
    The Lost Soul is immune to the Electricity, Mental, and Poison traits.
    If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

    Celestial Beacon Card 3:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

    Celestial Beacon Card 4:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
    If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Celestial Beacon Card 5:
    Shackles of Compliance
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Dexterity
    Disable
    5

    Powers
    When you defeat a monster on your turn and banish it, discard this card to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.
    After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.

    Celestial Beacon Card 6:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Celestial Beacon Card 7:
    Chief Sull
    Ally 1

    Traits
    Mongrel
    Aristocrat
    Elite

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
    Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.

    Celestial Beacon Card 8:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Celestial Beacon Card 9:
    Dismissal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    8

    Powers
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

    Celestial Beacon Card 10:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

  • Silver Crusade RPG Superstar 2014 Top 16

    Hour is Ascension.

    Thargrap heads to the Beacon and explores to find a Cleric of Iomedae.

    He casts a spell and his tongue extends far beyond its normal length, becoming a nasty, barbed whip, and it slashes across the cleric's throat. Nulgrath also leaps forward and bites at her.

    Bury BoAscension to add 1d6, then banish it to add 1d4.
    Combat 11+6=17/20: 1d10 + 5 + 2d6 + 1 + 1d6 + 1d4 ⇒ (10) + 5 + (3, 4) + 1 + (5) + (1) = 29 Defeated.

    To close, a random blessing, which is Blessing of Pulura. I'll use at least 2 blessings from people to close.
    Charisma 7: 1d8 + 2 + 2d8 + 1d4 + 1 ⇒ (3) + 2 + (3, 5) + (2) + 1 = 16 Celestial Beacon closed. Next location, please!

    recharge Hellmouth Lash: 1d8 + 4 + 1d4 + 1 ⇒ (5) + 4 + (4) + 1 = 14 Recharged.

    "

    Thargrap wrote:

    Hand: Cold Iron Mace +1, Fiery Glare, Cleaving Dogslicer +3, Backbreaker Mail, Heat Metal,

    Displayed: Blood God Nulgreth,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 0
    Mythic Charges: 3
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Manual of War, Blessing of Pulura, Skitter, Blessing of Ascension 2, Sinderbos, Blessing of Torag, Blessing of Shax, Qadnys Orlun, Black Dagger Chemist, Blessing of Ascension, Blessing of Shax 2, Demon Hunter's Handbook
    Recharged: Hellmouth Lash,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +2
    Arcane: Charisma +2

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    Demoniac
    Mythic Path B

    Powers:
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead.

    "


    Hour: Ascension

    Move to Sanctum.

    Explore: Composite Bow Banished.

    Discard Animated Zombie to explore: Cleric of Iomedae
    Reveal Drocha Swarm for Padrig, +2d4 from Animated Zombie, cast Black Spot to reduce by 4, reveal Sage's Journal for +d4
    Combat 11+##-4=13/16: 2d10 + 3 + 2d4 + 1d4 ⇒ (5, 3) + 3 + (2, 2) + (2) = 17 Defeated.
    Recover Black Spot.

    Close:
    Banish Blessing of Shax. Closed.

    Draw up to 8.

    Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8 +1
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +4
    Arcane +2

    Powers
    Hand Size 6 [X1] 7 [X3] 8
    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 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 ([X2] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

    Favored Card Type: Spell
    Spell 6 ☑ 7 ☑ 8 ☐ 9
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5
    Blessing 3 ☑ 4
    Cohort: Padrig (Summoner Class Deck)

    Hand: Consecrate, Detect Thoughts, Enchanted Fang, Glibness, Ring of Forcefangs, Sage's Journal, Thylacine, Drocha Swarm
    Displayed: Padrig
    Deck: 8 Discard: 2 Buried: 2
    Hero Points: Shirt Reroll Available (3-C):
    Notes: Mythic Points: 3
    +4 vs Demons in AD3.
    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Glibness:
    Glibness
    Spell B

    Traits
    Arcane
    Divine
    Elite
    Magic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

    Powers
    Display this card. While displayed, for your combat check, you may reveal a monster or a spell to roll 2d10, or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait.
    While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Monster 2
    Spoiler:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

    Powers
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Monster 3
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

    Powers
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Monster 4
    Spoiler:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

    Powers
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Monster 5
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Random Barriers:
    Barrier 1
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

    Powers
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Barrier 2
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

    Powers
    Each character at an open location summons and encounters this adventure's servitor demon. For each character that does not evade or defeated her servitor demon, discard the top card of the blessings deck.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Barrier 5
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Unholy Aspergillum +3
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    9

    Powers
    If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    Weapon 2
    Spoiler:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

    Weapon 3
    Spoiler:
    Cold Iron Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Rod of the Viper
    Weapon 3

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
    Display this card. While displayed, add 1d12 and the Poison trait to your combat checks.

    Weapon 5
    Spoiler:
    Shocking Lance +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

    Random Spells:
    Spell 1
    Spoiler:
    Dazzle
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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 4
    Spoiler:
    Stunning Barrier
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter. If you would shuffle it into its deck, you may place it anywhere in its deck instead.

    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Viper Strike
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Ghoul Hide
    Armor 1

    Traits
    Light Armor
    Magic
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    Craft
    7

    Powers
    If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
    Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Potion of Restoration
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    You may not play this card during an encounter.
    Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

    Item 2
    Spoiler:
    Phlegmatic Talisman
    Item 3

    Traits
    Accessory
    Magic
    Corrupted

    Check
    Wisdom
    Divine
    10

    Powers
    Recharge this card to search your deck for an ally that has the Demon or Devil trait and draw it. If this card has the Corrupted trait, bury this card instead.

    Item 3
    Spoiler:
    Pure Holy Water
    Item 3

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

    Powers
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Item 4
    Spoiler:
    Talisman of Good
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Mythic

    Check
    Divine
    11

    Powers
    Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
    After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

    Random Allies:
    Ally 1
    Spoiler:
    Jesker Helton
    Ally 3

    Traits
    Human
    Cleric

    Check
    None
    0

    Powers
    To acquire this card, summon and defeat this adventure's servitor demon.
    Recharge this card to add 1d4 to your Divine or Ranged check.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    Ally 2
    Spoiler:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Ally 3
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Ally 4
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Ally 5
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    You may not play this card during an encounter.
    Display this card to draw 2 cards. At the end of the turn, discard this card.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 8 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 Deck Card 2 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 12 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 (Turn 13 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 7 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 8 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 9 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 10 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 11 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 17 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 20 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 21 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Arue, Emil, Shardra

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Thargrap,

    Sanctum
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Balazar,

    Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Great Hall Card 1:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Great Hall Card 2:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Great Hall Card 3:
    Weapon of Awe
    Spell 1

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Great Hall Card 4:
    Eagle Knight Dress Uniform
    Armor 1

    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Great Hall Card 5:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Great Hall Card 6:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

    Powers
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.

    Great Hall Card 7:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Hall Card 8:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Great Hall Card 9:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

    Great Hall Card 10:
    Spellguard Bracers
    Item B

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    Discard this card to succeed at your check to recharge a spell.
    Discard this card to recharge a random spell from your discard pile.

    Citadel
    At This Location:
    When Closing:
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:


  • Emil's Deck Handler

    Off turn: Discard BoShax for Thargrap's check.

    Start of turn: The hour of Ascension
    Move to Great Hall.

    Explore:

    Heavy Crossbow:
    Weapon B
    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Ranged 7: 0 = 0 banished

    Discard BoShax to explore:

    Slip:
    Ally 3
    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Recharge Scale of Disguise to add 1, Shardra discard BoAscension to bless.
    Intelligence 7: 2d6 + 1 ⇒ (3, 6) + 1 = 10 acquired

    Discard Slip to examine the top card of the location:

    Weapon of Awe:
    Spell 1
    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Auto-fail Slip check and move spell to the bottom of the location.
    Then explore:
    Eagle Knight Dress Uniform:
    Armor 1
    Traits
    Heavy Armor
    Veteran

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Fortitude 6: 1d8 + 2 ⇒ (6) + 2 = 8 acquired

    End turn & reset hand.

    Emil wrote:

    Hand: Marksman's Bow (1), Marksman's Bow (2), Eagle Knight Dress Uniform (acq), Caravan Guard 1, Druid of the Leaf, Caravan Guard 2,

    Displayed: Knight's Pennon,
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Great Hall
    Mythic Charges (Available): 3
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard a card to add 1d4+1 to a distant combat check
    L&D - Druid of the Leaf; Knight's Pennon will be displayed as soon as a character encounters a monster. Knight's Pennon +1 to all combat checks, if anyone reveals a Captain/Hireling/Soldier ally, +1 more.
    Other: Mythic Charges (Available): 3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension (2), Spirit Blade, Blessing of Sarenrae, Rod of the Viper, Scale of Sacred Weaponry
    Recharged: Blessing of Ascension (1), Mongrel Archer, Warhorse, Stalking Armor, Scale of Disguise,
    Discard Pile: Blessing of Shax (1), Blessing of Shax (2), Slip (acq),
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Ranged: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you encounter a card, a character at your location may discard card; if she does, evade your encounter.
    You may discard a card to add 1d4 ([X] +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison ([X] or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead.


    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Wardstone Fragment, Swallowtail Bracers, Grave Tender, Blessing of Abadar,

    Displayed: Knight's Pennon, Arueshalae's Gift,
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Great Hall
    Hero Points: 0
    Mythic Tokens: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spherewalker Staff, Starbow, Scribe, Blessing of Ascension, Kimroth Otai, Force Shortbow +1, Archer's Bracers, Blessing of Iomedae, Blessing of Deskari, Blessing of Nethys
    Recharged: Corrosive Dagger +1, Sniper's Studded Leather,
    Discard Pile: Blessing of Shelyn,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
     Ranged: Dexterity +2
     Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
     Knowledge: Charisma +1
     Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☑ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Arueshalae's Gift
    Displayed next to: Thargrap
    Display this card next to another character's deck and put a marker on 1 of the traits below. When you add this card to your hand, remove any markers on it.
    ⚪Strength
    ⚪Dexterity
    ⚪Constitution
    ⚪Intelligence
    ⚪Wisdom
    ⚫Charisma


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 2
    Spoiler:
    Toad Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    28

    Powers
    The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
    Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

    Monster 3
    Spoiler:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Monster 4
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 5
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

    Powers
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.

    Barrier 2
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

    Powers
    Each character at an open location summons and encounters this adventure's servitor demon. For each character that does not evade or defeated her servitor demon, discard the top card of the blessings deck.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Barrier 5
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Unholy Aspergillum +3
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    9

    Powers
    If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    Weapon 2
    Spoiler:
    Ranseur of the Gargoyle
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

    Weapon 3
    Spoiler:
    Sacrificial Dagger
    Weapon 2

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge any number of allies to add another 1d4 for each ally recharged. If this card has the Corrupted trait, discard the allies instead.
    On your combat check, if you played another weapon, discard this card to add 1d4+2.

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Force Shortbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
    If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

    Random Spells:
    Spell 1
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Detect Thoughts
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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 4
    Spoiler:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Fear
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Malevolent Buckler
    Armor 1

    Traits
    Shield
    Magic
    Corrupted

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2; you may additionally deal another character at your location 2 Force damage to instead reduce the damage dealt to you by 4. If proficient with light armors and this card does not have the Corrupted trait, you may reveal this card instead, and you may play another armor on this check.

    Armor 5
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Mist Horn
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Item 2
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Item 3
    Spoiler:
    Potion of Restoration
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    You may not play this card during an encounter.
    Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

    Item 4
    Spoiler:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

    Powers
    When you defeat a non-villain, non-henchman monster and would banish it, reveal this card to put it in your hand instead.
    Discard this card and banish a monster from your hand to add 1d8 plus the monster's adventure deck number and the Fire trait to your combat check. If this card has the Corrupted trait, after the check you are dealt an amount of Fire damage equal to 1 plus the monster's adventure deck number.

    Item 5
    Spoiler:
    Mantis Mask
    Item 2

    Traits
    Accessory
    Magic
    Achaekek

    Check
    Constitution
    Fortitude
    7

    Powers
    On your Melee or Ranged combat check, reveal this card to add 1. If you have a role card or reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison or Vermin trait, recharge this card to add 1 die.

    Random Allies:
    Ally 1
    Spoiler:
    Unfettered Imp
    Ally 3

    Traits
    Outsider
    Devil
    Temptation

    Check
    Intelligence
    Charisma
    Arcane
    7

    Powers
    During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Ally 2
    Spoiler:
    Devoted Cultist
    Ally 3

    Traits
    Human
    Cultist

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Discard this card and reveal a blessing that has an unlocked trait from the patron table to get a mythic charge.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Ally 4
    Spoiler:
    Thylacine
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    10

    Powers
    Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
    Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

    Ally 5
    Spoiler:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

    Powers
    Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 9 Shardra/Redeux

    Top of Blessing Discard Pile: Blessing of Sarenrae

    Top Blessing:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 12 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 4 (Turn 13 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 6 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 8 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 9 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 10 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 17 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 19 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 20 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Arue, Shardra

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Thargrap,

    Sanctum
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Balazar,

    Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Emil,

    Great Hall Card 1:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Great Hall Card 2:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

    Powers
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.

    Great Hall Card 3:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Hall Card 4:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Great Hall Card 5:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

    Great Hall Card 6:
    Spellguard Bracers
    Item B

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    Discard this card to succeed at your check to recharge a spell.
    Discard this card to recharge a random spell from your discard pile.

    Great Hall Card 7 - Weapon of Awe:
    Weapon of Awe
    Spell 1

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Citadel
    At This Location:
    When Closing:
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:


  • Dwarf Shaman | Deck Handler

    move to great hall and explore

    Poison Spiked Pit Trap:

    Barrier 1
    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    recharge kolo for 1d8+#
    Poison Spiked Pit Trap DC 8+3=11 wis: 1d10 + 4 + 1d8 + 3 ⇒ (5) + 4 + (3) + 3 = 15 defeated

    free explore

    Salamander:

    Monster 2
    Traits
    Outsider

    Check
    Combat
    15

    Powers
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.

    no spell in hand so expend mythic charge to conjure Blood Demon (17). defeated. add random armor. Helm of Valkyrie acquired

    end turn

    Shardra wrote:

    Hand: BoAscension1, Spellcaster's Shield, Fireblade1, Demon Hunter's Handbook, Codex2, Helm of the Valkyrie (acq),

    Displayed:
    Deck: 13 Discard: 1 Buried: 0 Mythic Charges: 2
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 [X]+1 []+2 []+3 []+4
    Fortitude: Con+2
    Intelligence d6 []+1 []+2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom+3
    Knowledge: Wisdom+2
    Charisma d6 []+1 []+2

    Favored Card: Spell
    Hand size 5 [X]6
    Proficient with: Light Armor, []Heavy Armor
    Powers:
    When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the dice; that character takes the new result.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck.

    "Mythic Path: Demoniac
    Mythic Path B
    Powers
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead."

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    Fireblade1
    Spoiler:
    Fireblade1
    Traits: Magic, Divine, Attack, Fire, Basic
    Powers: For your combat check, discard this card to use your Divine skill + 2d4.
    Recharge: Divine 8
    Spellcaster's Shield
    Spoiler:
    Spellcaster's Shield
    Traits: Shield, Offhand, Magic
    Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Demon Hunter's Handbook
    Spoiler:
    Demon Hunter's Handbook
    Traits: Book, Veteran
    Powers: Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it
    Codex2
    Spoiler:
    Codex2
    Traits: Book, Basic
    Powers: 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.
    BoAscension1
    Spoiler:
    BoAscension1
    Traits: Divine, Mythic, Basic
    Powers: If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    Helm of the Valkyrie (acq)
    Spoiler:
    Helm of the Valkyrie (acq)
    Traits
    Heavy Armor
    Magic

    Powers
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.


    Displayed descriptions:
    "

    TLDR
    moved to great hall. banished cards 1-2


    Turn 10: The hour is Blessing of Pulura
    .
    .
    .
    .

    Move to Great Hall

    Free exploration: Cleric of Iomedae
    BA: Summon and evade Stonefist Crusader
    Demonbane Light Crossbow +1, Knight's Pennon x2 (Hireling)
    Combat 11+6=17: 1d8 + 6 + 1d8 + 1 + 2 + 2 ⇒ (2) + 6 + (5) + 1 + 2 + 2 = 18
    Success
    No corrupted cards to bury
    Defeated

    Attempting to close
    Swallowtail Bracers (recharge), Blessing of Abadar
    Wisdom 5+3=8: 1d4 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (2) + (1) = 5
    Failed

    Ending my turn.

    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Wardstone Fragment, Archer's Bracers, Grave Tender, Blessing of Ascension, Blessing of Iomedae,

    Displayed: Knight's Pennon, Arueshalae's Gift,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Great Hall
    Hero Points: 0
    Mythic Tokens: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Force Shortbow +1, Blessing of Deskari, Spherewalker Staff, Kimroth Otai, Starbow, Blessing of Nethys, Scribe
    Recharged: Corrosive Dagger +1, Sniper's Studded Leather, Swallowtail Bracers,
    Discard Pile: Blessing of Shelyn, Blessing of Abadar,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
     Ranged: Dexterity +2
     Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
     Knowledge: Charisma +1
     Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☑ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Arueshalae's Gift
    Displayed next to: Thargrap
    Display this card next to another character's deck and put a marker on 1 of the traits below. When you add this card to your hand, remove any markers on it.
    ⚪Strength
    ⚪Dexterity
    ⚪Constitution
    ⚪Intelligence
    ⚪Wisdom
    ⚫Charisma


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

    Powers
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.

    Monster 2
    Spoiler:
    Mad Knight
    Monster 1

    Traits
    Human
    Cavalier
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of the check to defeat is increased by the scenario's adventure deck number.
    Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
    If defeated, draw a random blessing that has the Corrupted trait from the box.

    Monster 3
    Spoiler:
    Betrayal Demon
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    16

    Powers
    The Betrayal Demon is immune to the Electricity and Poison traits.
    During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
    After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

    Monster 4
    Spoiler:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.

    Monster 5
    Spoiler:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

    Powers
    The Sin Seeker may not be evaded.
    Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

    Barrier 2
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

    Powers
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 5
    Spoiler:
    Rallying Cry
    Barrier B

    Traits
    Task
    Cache

    Check
    None
    0

    Powers
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cold Iron Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

    Weapon 3
    Spoiler:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 4
    Spoiler:
    Rod of the Viper
    Weapon 3

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
    Display this card. While displayed, add 1d12 and the Poison trait to your combat checks.

    Weapon 5
    Spoiler:
    Venomous Hand Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally recharge another weapon that has the Ranged trait to add another 1d8+1 and the Poison trait.

    Random Spells:
    Spell 1
    Spoiler:
    Paralyze
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Shadow Barbs
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    For your combat check against a bane, recharge this card to use your Arcane, Divine, or Melee skill + 1d10 and add the Finesse trait. If you would fail this check and are proficient with weapons, you may instead discard this card to ignore the result and evade the bane.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard this card for its power, you may succeed at an Arcane or Divine 12 check to recharge this card instead.

    Spell 3
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

    Powers
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    Spell 4
    Spoiler:
    Dismissal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    8

    Powers
    For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Detect Good
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If it is an ally or a blessing, and does not have the Corrupted trait, you may immediately encounter it.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Corruptive Half-Plate
    Armor 2

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.

    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card to add or ignore the Corrupted trait on a card for the rest of the turn.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Devil Armor
    Armor 3

    Traits
    Heavy Armor
    Corrupted
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    If proficient with heavy armors, recharge this card to reduce Combat or Fire damage dealt to you to 0. Then if this card has the Corrupted trait, search the blessings deck until you find 2 blessings and banish them; if you also have the Hellknight trait, search for an banish 1 instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Item 2
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Item 3
    Spoiler:
    Ring of the Hellion
    Item 1

    Traits
    Accessory
    Magic
    Corrupted

    Check
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top card of your location deck. If it is a monster, you may encounter it and you may add 2d4 and the Mental trait to your checks to defeat it. If this card has the Corrupted trait, a random character is dealt 2 Mental damage that may not be reduced.

    Item 4
    Spoiler:
    Book of the Loremaster
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    5

    Powers
    Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Shackles of Compliance
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Dexterity
    Disable
    5

    Powers
    When you defeat a monster on your turn and banish it, discard this card to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.
    After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    You may not play this card during an encounter.
    Display this card to draw 2 cards. At the end of the turn, discard this card.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

    Powers
    On your first combat check of the turn, recharge this card to add 1d8.
    Discard this card to explore your location.
    After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

    Ally 3
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

    Powers
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

    Powers
    On your first combat check of the turn, recharge this card to add 1d8.
    Discard this card to explore your location.
    After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

    Ally 5
    Spoiler:
    Pegasus
    Ally 3

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

    Powers
    At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
    Discard this card to explore your location, or to move to another location and explore it.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 11 Thargrap/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Pulura

    Top Blessing:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 2 (Turn 13 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 4 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 6 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 7 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 8 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 13 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 14 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 15 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 17 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 18 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Thargrap,

    Sanctum
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Balazar,

    Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:0
    Located here: Emil, Shardra, Arue,

    Great Hall Card 1:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Great Hall Card 2:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

    Great Hall Card 3:
    Spellguard Bracers
    Item B

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    Discard this card to succeed at your check to recharge a spell.
    Discard this card to recharge a random spell from your discard pile.

    Great Hall Card 4 - Weapon of Awe:
    Weapon of Awe
    Spell 1

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

    Citadel
    At This Location:
    When Closing:
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:

  • Silver Crusade RPG Superstar 2014 Top 16

    Thargrap heads over to the Great Hall and explores to find a Spellbottle.
    Arcane 10: 1d8 + 4 ⇒ (7) + 4 = 11 Acquired.

    Banish Heat Metal to draw a card, which is Sinderbos. Banish Fiery Glare to draw another card, which is Demon Hunter's Handbook. Sigh. Banish Cleric of Iomedae to draw one more, which is Blessing of Ascension.

    Discard that to explore, finding a Hand Crossbow.
    Dexterity 5: 1d6 ⇒ 3 Nope, banished.

    Just discard the Spellbottle and end my turn.

    "

    Thargrap wrote:

    Hand: Cold Iron Mace +1, Demon Hunter's Handbook, Cleaving Dogslicer +3, Backbreaker Mail, Sinderbos,

    Displayed: Blood God Nulgreth,
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 0
    Mythic Charges: 3
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Qadnys Orlun, Blessing of Torag, Blessing of Ascension 2, Manual of War, Skitter, Black Dagger Chemist, Blessing of Pulura, Blessing of Shax, Blessing of Shax 2
    Recharged: Hellmouth Lash,
    Discard Pile: Blessing of Ascension, Spellbottle,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +2
    Arcane: Charisma +2

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    Demoniac
    Mythic Path B

    Powers:
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead.

    "


    Hour: Ascension

    Move to Great Hall.

    Explore: Spellguard Bracers Banished

    Discard Thylacine to explore: Weapon of Awe
    Arue's Gift on Wisdom
    Wisdom 6: 1d6 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10 Acquired.

    [ooc]Close Autoclose empty location.

    Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8 +1
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +4
    Arcane +2

    Powers
    Hand Size 6 [X1] 7 [X3] 8
    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 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 ([X2] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

    Favored Card Type: Spell
    Spell 6 ☑ 7 ☑ 8 ☐ 9
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4 ☐ 5
    Ally 3 ☐ 4 ☐ 5
    Blessing 3 ☑ 4
    Cohort: Padrig (Summoner Class Deck)

    Hand: Consecrate, Detect Thoughts, Enchanted Fang, Glibness, Weapon of Awe, Ring of Forcefangs, Sage's Journal, Drocha Swarm
    Displayed: Padrig
    Deck: 8 Discard: 3 Buried: 2
    Hero Points: Shirt Reroll Available (3-C):
    Notes: Mythic Points: 3
    +4 vs Demons in AD3.
    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Glibness:
    Glibness
    Spell B

    Traits
    Arcane
    Divine
    Elite
    Magic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

    Powers
    Display this card. While displayed, for your combat check, you may reveal a monster or a spell to roll 2d10, or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait.
    While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

    Powers
    The Spite Demon is immune to the Electricity and Poison traits.
    Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

    Monster 2
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

    Powers
    The Spectre is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Spectre is undefeated.
    If undefeated, move to a random location.

    Monster 3
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 4
    Spoiler:
    Dominion Scientist
    Monster 3

    Traits
    Aberration
    Sorcerer

    Check
    Combat
    21
    OR
    Knowledge
    15

    Powers
    Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

    Monster 5
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

    Powers
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

    Random Barriers:
    Barrier 1
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 2
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

    Powers
    Display this card next to your deck; the barrier is defeated.
    While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

    Barrier 3
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Barrier 4
    Spoiler:
    Compelling Offer
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Barrier 5
    Spoiler:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 2
    Spoiler:
    Composite Bow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    Force Shortbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
    If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Vicious Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
    When you play this weapon, take 1 Force damage that may not be reduced.

    Weapon 5
    Spoiler:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

    Random Spells:
    Spell 1
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Steal Soul
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

    Powers
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    Spell 3
    Spoiler:
    Detect Thoughts
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Stunning Barrier
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter. If you would shuffle it into its deck, you may place it anywhere in its deck instead.

    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Paralyze
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

    Powers
    When you defeat a non-villain, non-henchman monster and would banish it, reveal this card to put it in your hand instead.
    Discard this card and banish a monster from your hand to add 1d8 plus the monster's adventure deck number and the Fire trait to your combat check. If this card has the Corrupted trait, after the check you are dealt an amount of Fire damage equal to 1 plus the monster's adventure deck number.

    Item 2
    Spoiler:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

    Powers
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

    Item 3
    Spoiler:
    Almanac
    Item 1

    Traits
    Book
    Elite

    Check
    Intelligence
    Knowledge
    7

    Powers
    Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

    Item 4
    Spoiler:
    Shackles of Compliance
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Dexterity
    Disable
    5

    Powers
    When you defeat a monster on your turn and banish it, discard this card to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.
    After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Abyssal Traveler's Kit
    Item B

    Traits
    Tool

    Check
    Intelligence
    Knowledge
    7

    Powers
    Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

    Random Allies:
    Ally 1
    Spoiler:
    Kamilo Dann
    Ally 2

    Traits
    Human
    Soldier

    Check
    None
    0

    Powers
    When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
    Discard this card to add 1d6 to your combat check.
    Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

    Ally 2
    Spoiler:
    Devoted Cultist
    Ally 3

    Traits
    Human
    Cultist

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Discard this card and reveal a blessing that has an unlocked trait from the patron table to get a mythic charge.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Thylacine
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    10

    Powers
    Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
    Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

    Ally 4
    Spoiler:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

    Powers
    On your first combat check of the turn, recharge this card to add 1d8.
    Discard this card to explore your location.
    After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

    Ally 5
    Spoiler:
    Hungry Ghost Monk
    Ally 1

    Traits
    Human
    Monk

    Check
    Charisma
    Arcane
    7

    Powers
    On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 3
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 4
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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 5
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 13 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Shelyn

    Top Blessing:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Shardra)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 2 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 3 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 4 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 5 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 6 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 11 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 12 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 13 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 15 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 16 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sanctum
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Hall
    At This Location: At the start of your turn, you may recharge 1 card and draw 1 card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Emil, Shardra, Arue, Thargrap, Balazar,

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

    Citadel Card 1:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

    Powers
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Citadel Card 2:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
    If defeated, recharge a random blessing from your discard pile.
    If undefeated, bury the bottom card of your deck.

    Citadel Card 3:
    Devil Armor
    Armor 3

    Traits
    Heavy Armor
    Corrupted
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    If proficient with heavy armors, recharge this card to reduce Combat or Fire damage dealt to you to 0. Then if this card has the Corrupted trait, search the blessings deck until you find 2 blessings and banish them; if you also have the Hellknight trait, search for an banish 1 instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Citadel Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Citadel Card 5:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Citadel Card 6:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 7:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Citadel Card 8:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

    Citadel Card 9:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Citadel Card 10:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

    Powers
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Wounded Lands
    At This Location:
    When Closing:
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:


  • Emil's Deck Handler

    When Thargrap attempted to close Celestial Beacon it was an auto-success per the scenario power. Emil still has a Shax in hand in place of a Caravan Guard.

    The hour of Shelyn
    Move to Citadel.

    Explore:

    Retainer:
    Ally B
    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

    Powers
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Charisma 4: 1d6 ⇒ 1 banished

    Discard Druid of the Leaf to explore:

    Accursed Priest:
    Monster 1
    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
    If defeated, recharge a random blessing from your discard pile.
    If undefeated, bury the bottom card of your deck.

    Druid adds 2+# and Poison, reveal Marksman's Bow, Knight's Pennon x2 + Caravan Guard adds 4.
    Combat 11+#=14: 1d10 + 5 + 1d8 + 3 + 2 + 3 + 4 ⇒ (5) + 5 + (8) + 3 + 2 + 3 + 4 = 30 defeated
    Recharge BoShax from discards.

    Discard Caravan Guard to explore:

    Devil Armor:
    Armor 3
    Traits
    Heavy Armor
    Corrupted
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    If proficient with heavy armors, recharge this card to reduce Combat or Fire damage dealt to you to 0. Then if this card has the Corrupted trait, search the blessings deck until you find 2 blessings and banish them; if you also have the Hellknight trait, search for an banish 1 instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Discard BoShax to bless.
    Fortitude 7: 2d8 + 2 ⇒ (7, 5) + 2 = 14 acquired

    End turn & reset hand, discarding Devil Armor. Per location power, search deck for Caravan Guard and draw it. Shuffle deck.

    Emil wrote:

    Hand: Marksman's Bow (1), Marksman's Bow (2), Caravan Guard 2, Blessing of Ascension (2), Blessing of Sarenrae, Eagle Knight Dress Uniform (acq),

    Displayed: Knight's Pennon,
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Citadel
    Mythic Charges (Available): 3
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard a card to add 1d4+1 to a distant combat check
    L&D - Druid of the Leaf; Knight's Pennon will be displayed as soon as a character encounters a monster. Knight's Pennon +1 to all combat checks, if anyone reveals a Captain/Hireling/Soldier ally, +1 more.
    Other: Mythic Charges (Available): 3

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension (1), Warhorse, Scale of Disguise, Stalking Armor, Mongrel Archer, Rod of the Viper, Blessing of Shax (1), Spirit Blade, Scale of Sacred Weaponry
    Recharged:
    Discard Pile: Caravan Guard 1, Druid of the Leaf, Slip (acq), Devil Armor (acq), Blessing of Shax (2),
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Ranged: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you encounter a card, a character at your location may discard card; if she does, evade your encounter.
    You may discard a card to add 1d4 ([X] +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison ([X] or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead.


    Dwarf Shaman | Deck Handler

    move to Citadel, explore

    Magic Padded Armor:

    Armor B
    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Discard this card to reduce Combat damage dealt to you before or after you act by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    dont want, banish

    discard BoAscension to explore

    Animal Tamer:

    Ally B
    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    discard codex to add a die
    Animal Tamer DC 9 wis: 2d10 + 4 ⇒ (4, 1) + 4 = 9 acquired
    Codex Recharge DC 10 knowledge: 1d10 + 6 ⇒ (5) + 6 = 11 recharged,
    power feat: examine top 2 cards

    Cleric of Iomedae
    Bejeweled Helm

    Shardra wouldnt be able to close, so stops there. actually shouldnt have explored the 2nd time but didnt think about that far ahead yet LOL

    End turn: citadel power search for kohort-- draw Kolo!

    Shardra wrote:

    Hand: Animal Tamer (acq), Spellcaster's Shield, Fireblade1, BoAbraxas2, Kolo, Life Drain,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0 Mythic Charges: 2
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 [X]+1 []+2 []+3 []+4
    Fortitude: Con+2
    Intelligence d6 []+1 []+2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom+3
    Knowledge: Wisdom+2
    Charisma d6 []+1 []+2

    Favored Card: Spell
    Hand size 5 [X]6
    Proficient with: Light Armor, []Heavy Armor
    Powers:
    When a character at your location would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the dice; that character takes the new result.
    When you succeed at a Knowledge check, you may examine the top card ([X] or 2 cards) of your ([X] or any) location deck.

    "Mythic Path: Demoniac
    Mythic Path B
    Powers
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead."

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    Kolo
    Spoiler:
    Kolo
    Traits: Animal, Spirit, Divine, Veteran
    Powers: Reveal this card to add 3 to your Knowledge check.
    Recharge this card to add 1d8 plus the scenario's adventure deck number to a check by a character at your location to defeat a barrier or close a location.
    Fireblade1
    Spoiler:
    Fireblade1
    Traits: Magic, Divine, Attack, Fire, Basic
    Powers: For your combat check, discard this card to use your Divine skill + 2d4.
    Recharge: Divine 8
    Life Drain
    Spoiler:
    Life Drain
    Traits: Magic, Arcane, Divine, Attack, Healing
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
    Recharge: Arcane 9 or Divine 11
    Spellcaster's Shield
    Spoiler:
    Spellcaster's Shield
    Traits: Shield, Offhand, Magic
    Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    BoAbraxas2
    Spoiler:
    BoAbraxas2
    Traits: Divine, Abraxas, Corrupted
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
    Animal Tamer (acq)
    Spoiler:
    Animal Tamer (acq)
    Traits
    Human
    Ranger

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.


    Displayed descriptions:
    "

    TLDR
    banished card 4 (padded armor)
    acquired card 5 (animal tamer)
    examined cards 6-7 (story bane and armor3)


    During This Adventure: Adventure 3: Raiding the Wardstone

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • For the rest of Adventure 3, add 4 to your checks against banes that have the Demon trait.
  • The servitor demon is the henchman Stonefist Crusader
    Stonefist Crusader:
    Stonefist Crusader
    Henchman Monster 3

    Traits
    Dwarf
    Paladin
    Servitor

    Check
    Combat
    18

    Powers
    Before you act, you are dealt an amount of Combat damage equal to the number of cards that have the Corrupted trait in your discard pile.
    During this encounter, if you would reveal, recharge, or discard an armor, bury it instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 3-C: Divine Revelation

    STORY BANES:

  • Villain: None
  • Henchmen: Cleric of Iomedae

    DURING THIS SCENARIO:

  • Build only the first location; after setting up, each character buries her mythic path.
  • When you attempt to permanently close an empty location, you automatically succeed.
  • When you close a location, summon and build the next listed location, then shuffle the henchman Cleric of Iomedae into it. When you close the final location listed for your number of characters, summon and build the location Wounded Lands, then shuffle the villain Eustoyriax into it.
  • At the end of your turn, if the Wardstone Chamber is closed and the Wardstone Fragment is not in a character's hand, you lose the scenario. If the Wardstone Fragment would be discarded, a character may instead bury 1d4 cards from the top of her deck.
  • After you win or lose the scenario, banish the Wardstone Fragment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

    Powers
    All damage dealt by the Salamander is Fire damage.
    If the check to defeat has the Cold trait, add 1d10.
    If defeated, you may draw a random armor from the box.

    Monster 2
    Spoiler:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.

    Monster 3
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 4
    Spoiler:
    Drake Rider
    Monster 3

    Traits
    Outsider
    Demon
    Fighter
    AND
    Dragon

    Check
    (Dragon)
    Combat
    21
    THEN
    (Rider)
    Combat
    23

    Powers
    The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
    If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

    Monster 5
    Spoiler:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

    Powers
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

    Powers
    Before you act, each other character summons and encounters Demonic Obedience.
    Reveal a blessing that has the Corrupted trait to get a mythic charge; otherwise, expend a mythic charge, then you are dealt an amount of Mental damage that may not be reduced equal to half the scenario's adventure deck number, rounded down.
    After you act, banish this barrier.

    Barrier 2
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

    Powers
    Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

    Barrier 3
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

    Barrier 4
    Spoiler:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

    Barrier 5
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

    Powers
    Each character at an open location summons and encounters this adventure's servitor demon. For each character that does not evade or defeated her servitor demon, discard the top card of the blessings deck.
    After you act, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cold Iron Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Lance +1
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    Cold Iron Mace +1
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Ranseur of the Gargoyle
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

    Random Spells:
    Spell 1
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Desecrate
    Spell 2

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Banish a number of blessings from the blessings deck equal to 1 plus the scenario's adventure deck number, then attempt to close your location. Then banish this card.

    Spell 4
    Spoiler:
    Detect Thoughts
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Create Spiked Pit
    Spell 3

    Traits
    Magic
    Arcane
    Trap
    Elite

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded monster on the bottom of its location deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding or burying it.

    Random Armors:
    Armor 1
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    At the end of your turn, bury this card to move.
    Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Malevolent Buckler
    Armor 1

    Traits
    Shield
    Magic
    Corrupted

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2; you may additionally deal another character at your location 2 Force damage to instead reduce the damage dealt to you by 4. If proficient with light armors and this card does not have the Corrupted trait, you may reveal this card instead, and you may play another armor on this check.

    Armor 5
    Spoiler:
    Celestial Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    At the end of your turn, bury this card to move.
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Potion of Restoration
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    You may not play this card during an encounter.
    Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

    Item 2
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

    Item 3
    Spoiler:
    Swarmlord's Jar
    Item 3

    Traits
    Object
    Magic

    Check
    Arcane
    Divine
    Craft
    9

    Powers
    Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
    When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

    Item 4
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Item 5
    Spoiler:
    Wand of Cancellation
    Item 1

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
    After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

    Random Allies:
    Ally 1
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    Ally 2
    Spoiler:
    Unfettered Imp
    Ally 3

    Traits
    Outsider
    Devil
    Temptation

    Check
    Intelligence
    Charisma
    Arcane
    7

    Powers
    During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Ally 3
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

    Powers
    Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Devoted Cultist
    Ally 3

    Traits
    Human
    Cultist

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    6

    Powers
    Discard this card and reveal a blessing that has an unlocked trait from the patron table to get a mythic charge.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 3
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 4
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 15 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.


    Blessings Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Thargrap)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 2 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 3 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 4 (Turn 19 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 21 Thargrap)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 22 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 23 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 9 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 10 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 11 (Turn 26 Thargrap)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 27 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 13 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessings Deck Card 14 (Turn 29 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 30 Arueshalae)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Wardstone Chamber
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sanctum
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Hall
    At This Location: At the start of your turn, you may recharge 1 card and draw 1 card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Arue, Thargrap, Balazar,

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

    Citadel Card 1 - Cleric of Iomedae:
    Cleric of Iomedae
    Henchman Monster B

    Traits
    Angelkin
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    The difficulty of checks to defeat the Cleric of Iomedae is increased by twice the scenario's adventure deck number.
    If you do not defeat the Cleric of Iomedaei by at least the scenario's adventure deck number, bury all cards that have the Corrupted trait in your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 2 - Bejeweled Helm:
    Bejeweled Helm
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to add 1d6 and the Fire trait to your combat checks.
    Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Citadel Card 3:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

    Citadel Card 4:
    Lann
    Ally 1

    Traits
    Mongrel
    Guard
    Veteran

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
    For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
    Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

    Citadel Card 5:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

    Powers
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Wounded Lands
    At This Location:
    When Closing:
    When Permanently Closed:
    M: Ba: W: Sp: Ar: I: Al: Bl: ?:


  • Turn 15: The hour is Blessing of Ascension
    .
    .
    .
    .

    SoT: Pick up gift.

    Move to Citadel

    Free exploration: Cleric of Iomedae
    Demonbane Light Crossbow +1, Archer's Bracers, Knight's Pennon x2 (Hireling), Blessing of Ascension (since I need space in my hand)
    Combat 11+6=17: 1d8 + 6 + 1d8 + 1 + 2 + 2 + 2 + 1d8 ⇒ (1) + 6 + (2) + 1 + 2 + 2 + 2 + (1) = 17
    Geez.
    Success
    No corrupted cards to bury
    Defeated

    Ending my turn.

    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Wardstone Fragment, Archer's Bracers, Grave Tender, Blessing of Iomedae, Arueshalae's Gift,

    Displayed: Knight's Pennon,
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Citadel
    Hero Points: 0
    Mythic Tokens: 2
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Nethys, Scribe, Spherewalker Staff, Force Shortbow +1, Blessing of Deskari, Starbow, Kimroth Otai
    Recharged: Corrosive Dagger +1, Sniper's Studded Leather, Swallowtail Bracers,
    Discard Pile: Blessing of Shelyn, Blessing of Abadar, Blessing of Ascension,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
     Ranged: Dexterity +2
     Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
     Knowledge: Charisma +1
     Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6
    Proficiencies:
    Light Armors Weapons
    POWERS:
    Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☑ 5).
    You may evade your encounter (☐ then if it is your turn, you may move).
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your turn, you may add Arueshalae's Gift to your hand.

    Arueshalae's Gift
    Displayed next to: Thargrap
    Display this card next to another character's deck and put a marker on 1 of the traits below. When you add this card to your hand, remove any markers on it.
    ⚪Strength
    ⚪Dexterity
    ⚪Constitution
    ⚪Intelligence
    ⚪Wisdom
    ⚫Charisma

    Silver Crusade RPG Superstar 2014 Top 16

    Thargrap heads over to the citadel and goes after a helmet. Using the gift on Con instead of Cha this turn.
    Fortitude 10: 1d8 + 2 + 1d4 + 1 ⇒ (4) + 2 + (2) + 1 = 9 Darn, darn, double-darn.

    No other explores, so I'm useless this turn.

    "

    Thargrap wrote:

    Hand: Cold Iron Mace +1, Demon Hunter's Handbook, Cleaving Dogslicer +3, Backbreaker Mail, Sinderbos,

    Displayed: Blood God Nulgreth,
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 0
    Mythic Charges: 3
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Black Dagger Chemist, Blessing of Ascension 2, Manual of War, Blessing of Shax, Blessing of Shax 2, Skitter, Blessing of Pulura, Qadnys Orlun, Blessing of Torag
    Recharged: Hellmouth Lash,
    Discard Pile: Blessing of Ascension, Spellbottle,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Fortitude: Constitution +2
    Arcane: Charisma +2

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane Weapons
    POWERS:
    On your ([ ] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    Demoniac
    Mythic Path B

    Powers:
    For your combat check, you may expend a mythic charge to conjure a servant.
    Expend a mythic charge to add the scenario's adventure deck number to your check.
    Expend a mythic charge to ignore the Corrupted trait on a card until the end of the turn.
    At the start, and if you have a role card, end of your turn, you may discard a card that has the Corrupted trait to get a mythic charge; if the card has an unlocked trait from the Patron table, you may recharge it instead.

    "

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