[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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Emil's Deck Handler

Emil discards Ring of Climbing to evade a tree.

Emil wrote:

Hand: Composite Bow, Aklys, Stalking Armor, Sage's Journal,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Current Location: Watchtower
Hero Points (Available): 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Ascension 2, Frilled Lizard, Hand Crossbow, Corrosive Dagger +1, Blessing of Ascension, Scale of Disguise
Recharged: Athlete,
Discard Pile: Blessing of Ascension 3, Blessing of Baphomet, Caravan Guard, Ring of Climbing,
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 (☐ 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

Banishing Anevia on my tree fight for 1d4.
Tree fight combat 13: 1d10 + 2 + 2d4 + 1d4 ⇒ (2) + 2 + (2, 2) + (1) = 9 WTF?? LOL I hand-wipe.

"

Thargrap wrote:

Hand:

Displayed: Blood God Nulgreth,
Deck: 9 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Ascension, Glibness, Blessing of Ascension 2, Fiery Glare, Scale Mail, Blessing of Ascension 3, Retainer, Blessing of Shax, Toughness
Recharged:
Discard Pile: Blood Periapt, Longspear, Create Pit, Scythe, Blessing of Baphomet, Blackwing Librarian,
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 ([ ] 1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
[ ] 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.)

"


Tree:
BA, discard Enchanted Fang for Ranged damage.
Reveal Black Spot for Padrig, cast other Enchanted Fang
Combat 13+##=13: 2d10 + 1d4 ⇒ (10, 2) + (2) = 14 Defeated.
Recharge Enchanted Fang Arcane 7: 1d12 + 2 ⇒ (1) + 2 = 3 Discarded.
AA, discard Apprentice for Ranged damage.

Balazar wrote:

Skills and Powers:
Skills

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

Powers
Hand Size 6 ☐ 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 (☐ 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, Animated Skeleton, Blessing of Ascension
Displayed: Padrig
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0 Shirt Reroll Available (0-C): Yes
Notes:
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.

Blessing of Ascension:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Checks
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.

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.


Arueshalae evades.


Turn 10: The hour is Blessing of Ascension
.
.
.
.
Free exploration: Animal Tamer
Diplomacy 9: 1d12 + 3 ⇒ (7) + 3 = 10
Success
Acquired

Discard Animal Tamer to explore: Whip
Strength 7: 0 = 0
Failed
Banished

Discard Blessing of Ascension to explore:Corroded Helm
Constitution 3: 1d6 ⇒ 2
Failed
Banished

Ending my turn.

Arueshalae wrote:

Hand: Shortbow 1, Hand Crossbow 2, Archer's Bracers, Demon Hunter's Handbook, Blessing of Ascension 2,

Displayed: Arueshalae's Gift,
Deck: 6 Discard: 5 Buried: 0
Current Location: Watchtower
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Don't forget my gift!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hide Armor, Blackwing Librarian, Hand Crossbow 1, Blessing of Ascension 1, Shortbow 2
Recharged: Recruit,
Discard Pile: Grave Tender, Blessing of Ascension 3, Blessing of Baphomet, Animal Tamer, Blessing of Ascension 4,
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: Shardra
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 0: Fall From Grace

  • 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

    During This Scenario: 0-B: Tactical Retreat
    STORY BANES:

  • Villain: None
  • Henchmen: Aravashnial, Anevia, Aron, Tangle Traps

    DURING THIS SCENARIO:

  • When you would banish Aravashnial, Anevia, or Aron from a location deck, display it next to the blessings deck instead; then you may examine a location deck of your choice, then shuffle it.
  • For this scenario, the adventure's servitor demon is a random monster from the box.
  • You win the scenario once Aravashnial, Anevia, and Aron are displayed next to the blessings deck. (Anevia displayed)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

    Powers
    If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

    Monster 2
    Spoiler:
    Carrion Golem
    Monster B

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Monster 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:
    Blasphemous Priest
    Monster B

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

    Powers
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Monster 5
    Spoiler:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

    Powers
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 2
    Spoiler:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 3
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 4
    Spoiler:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Barrier 5
    Spoiler:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Random Weapons:
    Weapon 1
    Spoiler:
    Quarterstaff of Vaulting
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Finesse
    Magic
    Elite

    Check
    Strength
    Melee
    9
    OR
    Acrobatics
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Recharge this card to automatically succeed at your Acrobatics check.
    Discard this card to put the second card of your location deck on top of your location deck.

    Weapon 2
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 3
    Spoiler:
    Battle Aspergillum
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    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:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    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, succeed at an Arcane 6 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:
    Agility
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    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.

    Spell 4
    Spoiler:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Frigid Blast
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    4
    OR
    Wisdom
    Divine
    6

    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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 3
    Spoiler:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 5
    Spoiler:
    Magic Padded Armor
    Armor C

    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.

    Random Items:
    Item 1
    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 2
    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 3
    Spoiler:
    Trapsmith Gloves
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Dexterity
    Disable
    7

    Powers
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

    Item 4
    Spoiler:
    Horn of Battle Clarity
    Item B

    Traits
    Instrument
    Magic
    Elite

    Check
    Melee
    Ranged
    Charisma
    7

    Powers
    Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
    Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.

    Item 5
    Spoiler:
    Potion of Beast Skin
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

    Random Allies:
    Ally 1
    Spoiler:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Blackwing Librarian
    Ally C

    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.

    Ally 3
    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 4
    Spoiler:
    Bat
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 to your Ranged or Survival check.
    Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

    Ally 5
    Spoiler:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Random 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 Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    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 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.

    Turn: 11 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: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Balazar)
    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 13 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 3 (Turn 14 Linxia)
    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 4 (Turn 15 Shardra)
    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.

    Blessings Deck Card 5 (Turn 16 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 6 (Turn 17 Thargrap)
    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 18 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 19 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 9 (Turn 20 Linxia)
    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 10 (Turn 21 Shardra)
    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 11 (Turn 22 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 12 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 13 (Turn 24 Balazar)
    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 14 (Turn 25 Emil)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 15 (Turn 26 Linxia)
    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 27 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 17 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 18 (Turn 29 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 30 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.

    Dark Forest
    At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: At the end of your turn, recharge your hand.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:0
    Located here: Thargrap
    Notes: Giant Fly, no henchman

    Dark Forest Card 1:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Dark Forest Card 2:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury a random card from your discard pile.
    After you act, shuffle this card into a random other open location.

    Dark Forest Card 3:
    Javelin
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

    Dark Forest Card 4:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

    Dark Forest Card 5:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Dark Forest Card 6:
    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.

    Dark Forest Card 7:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

    Powers
    If undefeated, a character at your location summons and encounters the henchman Wight.

    Dark Forest Card 8:
    Bat
    Ally B

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 to your Ranged or Survival check.
    Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

    Dark Forest Card 9:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Arue, Emil,

    Watchtower Card 1:
    Aravashnial (RotW)
    Henchman Monster B

    Traits
    Elf
    Wizard

    Check
    Combat
    11
    OR
    Arcane
    8

    Powers
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, Aravashnial is undefeated.
    If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
    If defated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands
    Traits: Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Shardra

    Wounded Lands Card 1:
    Aron (RotW)
    Henchman Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    10

    Powers
    The difficult of checks to defeat Aron is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wounded Lands Card 2:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury a random card from your discard pile.
    After you act, shuffle this card into a random other open location.

    Wounded Lands Card 3:
    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.

    Wounded Lands Card 4:
    Cambion
    Monster B

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Wounded Lands Card 5:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Wounded Lands Card 6:
    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.

    Cemetery
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Draw a card then bury a card.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:0
    Located here: Balazar
    Notes: no henchman

    Cemetery Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.

    Cemetery Card 2:
    Scythe
    Weapon C

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

    Cemetery Card 3:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Cemetery Card 4:
    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.

    Cemetery Card 5:
    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.

    Cemetery Card 6:
    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.

    Cemetery Card 7:
    Giant Maggot Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
    Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
    If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

    Cemetery Card 8:
    Magic Scale Mail
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
    Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Cemetery Card 9:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Abyssal River
    Traits: Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
    When Closing: Discard a card that has the Divine trait.
    When Permanently Closed: On closing, you are dealt 1 Poison damage.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1

    Abyssal River Card 1:
    Corrupted Crusaders
    Barrier C

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Abyssal River Card 2:
    Tangle Trap
    Henchman Barrier B

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

    Powers
    Reveal a weapon that has the Slashing trait to add 1d4 to your check against this barrier.
    If undefeated, display this barrier next to its location deck. Characters cannot mvoe or be moved from this location while this barrier is next to it. At the start ofy our turn, succeed at a Constitution or Fortitude 5 check or bury the top card of your deck; if you succeed, banish this barrier.

    Abyssal River Card 3:
    Caltrop Bead
    Item B

    Traits
    Object
    Magic
    Basic

    Check
    Dexterity
    6

    Powers
    Banish this card to add 1d4 to your combat check.
    Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

    Abyssal River Card 4:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Abyssal River Card 5:
    Dread Bolt
    Spell B

    Traits
    Magic
    Divine
    Attack
    Force
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.

    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.

    Abyssal River Card 6:
    Mongrel Ranger
    Monster C

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Abyssal River Card 7:
    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.

    Abyssal River Card 8:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

    Powers
    If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

    Abyssal River Card 9:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Abyssal River Card 10:
    Pitborn Scoundrel
    Monster C

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

    Powers
    If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

    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:2 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:0
    Notes: no henchman

    Guardpost Card 1:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Guardpost Card 2:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Guardpost Card 3:
    Magic Half-Plate
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

    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 you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Guardpost Card 4:
    Cave Lizard
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    11

    Powers
    If defeated during your exploration, you may explore your location.
    If undefeated, shufle the Cave Lizard into a random open location.

    Guardpost Card 5:
    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.

    Guardpost Card 6:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Guardpost Card 7:
    Cave Viper
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

    Powers
    All damage dealth by a Cave Viper is Poison damage.
    Defore you act, the Cave Viper deals 1 Poison damage to you.
    If the check to defeat has the Cold trait, add 1d8.

    Guardpost Card 8:
    Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Cavern
    At This Location: If you move or are moved from this location, move to a random other location.
    When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, move to a random open location.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:0
    Notes: no henchman

    Cavern Card 1:
    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.

    Cavern Card 2:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Cavern 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.

    Cavern Card 4:
    Scizore
    Weapon C

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

    Cavern Card 5:
    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.

    Cavern Card 6:
    Padded Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    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.

    Cavern Card 7:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Cavern Card 8:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Cavern Card 9:
    Teamster
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
    Discard thi card to explore your location.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Linxia,
    Notes: no named henchmen

    Canyon Card 1:
    Man-Eating Aurochs
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

    Canyon Card 2:
    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.

    Canyon Card 3:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

    Canyon Card 4:
    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.

    Canyon Card 5:
    Tangle Trap
    Henchman Barrier B

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

    Powers
    Reveal a weapon that has the Slashing trait to add 1d4 to your check against this barrier.
    If undefeated, display this barrier next to its location deck. Characters cannot mvoe or be moved from this location while this barrier is next to it. At the start ofy our turn, succeed at a Constitution or Fortitude 5 check or bury the top card of your deck; if you succeed, banish this barrier.

    Canyon Card 6:
    Carrion Golem
    Monster C

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Canyon Card 7:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Canyon Card 8:
    Heavy Crossbow
    Weapon C

    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.

    Canyon Card 9:
    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.

    Canyon Card 10:
    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.


  • Thargrap moves over to the Wounded Lands with Shardra and explores. A henchman! I'll bury Longspear from my discards and then banish it to add 1d6+1d4. Also requesting a blessing from Shardra.
    Combat 10: 1d10 + 2 + 1d6 + 1d4 + 1d10 ⇒ (6) + 2 + (2) + (4) + (4) = 18 Defated. Aron displays, and I examine the entire deck of the Abyssal River, just for kicks.

    "

    Thargrap wrote:

    Hand: Blessing of Ascension 3, Blessing of Ascension, Fiery Glare, Glibness,

    Displayed: Blood God Nulgreth,
    Deck: 5 Discard: 5 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shax, Blessing of Ascension 2, Toughness, Scale Mail, Retainer
    Recharged:
    Discard Pile: Blood Periapt, Create Pit, Scythe, Blessing of Baphomet, Blackwing Librarian,
    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 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [ ] 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.)

    "


    Hour: Blessing of Sarenrae

    Move to Watchtower.

    Explore: Aravashnial
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, Aravashnial is undefeated.

    Arue fights a Pitborn Scoundrel

    Pitborn Scoundrel:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

    Powers
    If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

    Then Balazar and Padrig fight Aravashnial
    Reveal Black Spot for Padrig, cast Black Spot to reduce DC by 1. Blessing of Ascension. Take a blessing from Thargrap too.
    Combat 12-1=11: 2d10 + 1d10 + 1d10 ⇒ (5, 10) + (10) + (6) = 31 Defeated.

    We win!


    I'll take that monster.
    .
    .
    .
    .
    Summon: Pitborn Scoundrel
    Hand Crossbow (recharging Shortbow), Archer's Bracers, Blessing of Ascension
    Combat 12: 1d8 + 2 + 1d6 + 1d8 + 2 + 1d8 ⇒ (4) + 2 + (4) + (3) + 2 + (2) = 17
    Success
    Defeated


    DEVELOPMENT:
    It took longer than expected, but eventually you were ambushed by group of raiders around half way of your journey to the Shackles. Judging from the nearby shipwrecks, this was their favourite spot, but they proved no match for the impenetrable defense of Shirofune and it‘s stalwart crew.

    SCENARIO REWARD:

  • Loot: 3 Scales of your choice.

    ADVENTURE REWARD:

  • Each character gains a card feat.
    Scale of Cloudwalking:
    Scale of Cloudwalking
    Loot Item 1

    Traits
    Object
    Magic
    Terendelev

    Check
    0

    Powers
    At the end of your turn, recharge this card to move.

    Scale of Disguise:
    Scale of Disguise
    Loot Item 1

    Traits
    Object
    Magic
    Terendelev

    Check
    0

    Powers
    Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.

    Scale of Resistance:
    Scale of Resistance
    Loot Item 1

    Traits
    Object
    Magic
    Terendelev

    Check
    0

    Powers
    Recharge this card to reduce all damage dealt to you by 1, or Cold or Electricity damage dealt to you by 2.

    Scale of Sacred Weaponry:
    Scale of Sacred Weaponry
    Loot Item 1

    Traits
    Object
    Magic
    Terendelev

    Check
    0

    Powers
    Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.

    ACQUIRED CARDS:
    Armor B Padded Armor
    Ally B Animal Tamer
    Ally B Recruit
    Ally C Recruit


  • 0C:
    Blessing Card feat
    Fill empty slot with BoAscension.[/ooc]


    Emil's Deck Handler

    0C Rewards:
    Interested in Scale of Sacred Weaponry: 1d1 ⇒ 1

    Adventure Reward:
    Card Feat: Blessing [X] 5

    Take BoAscension for empty Blessing slot.


    Dwarf Shaman | Deck Handler

    Cardfeat: item
    fill empty slot with codex

    does not want a scale.


    Card feat: Item

    I'll fill the slot with a Scale of Resistance, I suppose.


    Adventure 1: The Black Citadel

    It has been several years since the hooded figure called Xanthir Vang introduced himself; since then, he brought you to a secret enclave of Baphomets cult in the northeast of the Worldwound, better known as the Ivory Sanctum. After starting out as acolytes, you've been slowly but steadily expanding your knowledge about the abyss and rose in the ranks of the cultists accordingly.

    However, you've grown ambitious and impatient over the years, and you finally managed to find a shortcut to even more power in the occult library of the sanctum – becoming Demoniacs.

    It is well known that all mortals worshipping demon lords eventually transform into demons themselves upon their death – however, the price is the complete loss of memory and self. Becoming demoniacs, on the other hand, means to start this process while being alive, keeping your identity while gaining various abyssal powers.

    Achieving this transformation is quite a difficult task - you'll need to be physically corrupted by a powerful demon, and you also need the approval of at least one demon lord to ensure a steady connection to the powers of the abyss. The first part could easily be achieved by one of the many denizens of the sanctum, but becoming worthy of Baphomets favor is an entirely different task.

    Fortunately, the Ivory Sanctum is currently preparing a major assault on the Black Citadel, a Chelish outpost near Mendev, where the archdevil Asmodeus, one of the most hated enemies of Baphomet, is revered. This might be all the chance you need!

    DURING THIS ADVENTURE:
    The servitor demon is the henchman Relentless Inquisitor.

    Relentless Inquisitor:
    Relentless Inquisitor
    Henchman Monster 1

    Traits
    Human
    Inquisitor
    Servitor

    Check
    Combat
    12
    OR
    Charisma
    Diplomacy
    Stealth
    6

    Powers
    Before you act, you are dealt an amount of Fire damage equal to the number of cards that have the Corrupted trait in your hand.
    If defeated, you may immediately attempt to close the location this henchman came from.


    1-A: Cultist Playoffs
    You will need to convince your superior, the demon Jerribeth, to bring you along to the Chelish outpost. To do so, she asks you to retrieve the corroded helm, which allegedly was a mighty artifact a long time ago, from an orc called Vagorg that proved to be a nuisance.

    However, you are competing with another group of cultists on this tasks, led by the cunning Sophini. You'll need to hurry and get the helm before she does!

    LOCATIONS:
    1 Occult Library
    1 Sanctum
    1 Wounded Lands
    2 Armory
    3 Watchtower
    4 Laboratory
    5 Guardpost
    6 Befouled Altar

    STORY BANES:

  • Villain: Sophini
  • Henchmen: Vagorg, Cultists of Baphomet

    DURING THIS SCENARIO:

  • When setting up, display the armor Corroded Helm (removed) next to the blessings deck.
  • If you would encounter the villain Sophini while the Corroded Helm is displayed next to the blessings deck, she is evaded instead.
  • When you defeat the henchman Vagorg, add the displayed Corroded Helm to your hand.


  • During This Adventure: Adventure 0: Fall From Grace

  • The servitor demon is the henchman Relentless Inquisitor.
  • 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

    During This Scenario: 1-A: Cultist Playoffs
    STORY BANES:

  • Villain: Sophini
  • Henchmen: Vagorg, Cultists of Baphomet

    DURING THIS SCENARIO:

  • When setting up, display the armor Corroded Helm (removed) next to the blessings deck.
  • If you would encounter the villain Sophini while the Corroded Helm is displayed next to the blessings deck, she is evaded instead.
  • When you defeat the henchman Vagorg, add the displayed Corroded Helm to your hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Corroded Helm displayed.
    Corroded Helm:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Viper
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

    Powers
    All damage dealth by a Cave Viper is Poison damage.
    Defore you act, the Cave Viper deals 1 Poison damage to you.
    If the check to defeat has the Cold trait, add 1d8.

    Monster 2
    Spoiler:
    Bunyip
    Monster B

    Traits
    Bunyip
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.

    Monster 3
    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 4
    Spoiler:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Temptation of Arms
    Barrier C

    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:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

    Powers
    If undefeated, a character at your location summons and encounters the henchman Wight.

    Barrier 4
    Spoiler:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Lance
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 2
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 3
    Spoiler:
    Bolas
    Weapon B

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 5
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Random Spells:
    Spell 1
    Spoiler:
    Frigid Blast
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    4
    OR
    Wisdom
    Divine
    6

    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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 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:
    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 5
    Spoiler:
    Skitter
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    7

    Powers
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

    Random 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:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 3
    Spoiler:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

    Armor 4
    Spoiler:
    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.

    Armor 5
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Random Items:
    Item 1
    Spoiler:
    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.

    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:
    Centipede Venom
    Item B

    Traits
    Liquid
    Poison
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    If you played a weapon on your combat check, reveal this card to add 2 and the Poison trait. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Item 4
    Spoiler:
    Codex
    Item C

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    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.

    Item 5
    Spoiler:
    Discord Bottle
    Item 1

    Traits
    Object
    Magic
    Corrupted

    Check
    Wisdom
    Divine
    8

    Powers
    When you would encounter a monster, recharge this card; a random character at your location encounters the monster instead.
    When you would encounter a monster, discard this card and choose a character at your location to encounter the monster instead.
    If this card has the Corrupted trait, before the encountering character acts, he is dealt 1 Mental damage that may not be reduced.

    Random Allies:
    Ally 1
    Spoiler:
    Kimroth Otai
    Ally 1

    Traits
    Human
    Fighter

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card and another ally to draw a card.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

    Ally 2
    Spoiler:
    Caravan Guard
    Ally B

    Traits
    Human
    Hireling
    Elite

    Check
    Bury an armor

    OR
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

    Ally 3
    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 4
    Spoiler:
    Riftwarden
    Ally 1

    Traits
    Human
    Wizard

    Check
    Intelligence
    Knowledge
    7
    OR
    Diplomacy
    10

    Powers
    Recharge this card to add 1 die to your check to close a location.
    Discard this card to explore your location.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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 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 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 Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 1 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: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Linxia)
    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 2 (Turn 3 Shardra)
    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 4 Arueshalae)
    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 4 (Turn 5 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 5 (Turn 6 Balazar)
    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 7 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 7 (Turn 8 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 8 (Turn 9 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 9 (Turn 10 Arueshalae)
    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 10 (Turn 11 Thargrap)
    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.

    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 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 13 (Turn 14 Linxia)
    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 15 Shardra)
    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 15 (Turn 16 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 16 (Turn 17 Thargrap)
    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 17 (Turn 18 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 18 (Turn 19 Emil)
    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 19 (Turn 20 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 20 (Turn 21 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 21 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 22 (Turn 23 Thargrap)
    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 23 (Turn 24 Balazar)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 24 (Turn 25 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 25 (Turn 26 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 26 (Turn 27 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing C

    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 27 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 28 (Turn 29 Thargrap)
    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 29 (Turn 30 Balazar)
    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.

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1

    Occult Library 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.

    Occult Library Card 2:
    Burst Bonds
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    5

    Powers
    Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Occult Library Card 3:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Occult Library Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Occult Library Card 5:
    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.

    Occult Library Card 6:
    Dread Bolt
    Spell B

    Traits
    Magic
    Divine
    Attack
    Force
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.

    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.

    Occult Library Card 7:
    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.

    Occult Library Card 8:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Occult Library Card 9:
    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.

    Occult Library Card 10:
    Battle Aspergillum
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    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:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Viper Strike
    Spell C

    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.

    Sanctum Card 3:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    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.

    Sanctum Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Sanctum Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Sanctum Card 10:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands
    Traits: Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Wounded Lands Card 1:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

    Powers
    If undefeated, a character at your location summons and encounters the henchman Wight.

    Wounded Lands Card 2:
    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.

    Wounded Lands Card 3:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands Card 4:
    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.

    Wounded Lands Card 5:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

    Powers
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

    Wounded Lands Card 6:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Wounded Lands Card 7:
    Cultist of Baphomet
    Henchman Monster C

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wounded Lands Card 8:
    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.

    Wounded Lands Card 9:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Wounded Lands Card 10:
    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.

    Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1

    Armory Card 1:
    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.

    Armory Card 2:
    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.

    Armory Card 3:
    Magic Padded Armor
    Armor C

    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.

    Armory Card 4:
    Magic Half-Plate
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

    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 you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armory Card 5:
    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.

    Armory Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Armory Card 7:
    Helm
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armory Card 8:
    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.

    Armory Card 9:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Armory Card 10:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Watchtower Card 1:
    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.

    Watchtower Card 2:
    Vulture
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    5

    Powers
    When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
    Discard this card to explore your location.

    Watchtower Card 3:
    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.

    Watchtower Card 4:
    Heavy Pick
    Weapon C

    Traits
    Pick
    Melee
    Piercing
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

    Watchtower Card 5:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Watchtower Card 6:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 7:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 8:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Watchtower Card 9:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Watchtower Card 10:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1

    Laboratory Card 1:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Laboratory Card 2:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Laboratory Card 3:
    Blackwing Librarian
    Ally C

    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.

    Laboratory Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Wisdom 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.

    Laboratory Card 7:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory Card 8:
    Carrion Golem
    Monster C

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    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:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Guardpost Card 1:
    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.

    Guardpost Card 2:
    Vampire Spawn
    Monster B

    Traits
    Undead
    Elite

    Check
    Combat
    13

    Powers
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.

    Guardpost Card 3:
    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.

    Guardpost Card 4:
    Sophini
    Villain Monster B

    Traits
    Human
    Conjurer
    Cultist

    Check
    Combat
    12
    OR
    Arcane
    9

    Powers
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.

    Guardpost Card 5:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

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

    Guardpost Card 6:
    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.

    Guardpost Card 7:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Guardpost Card 8:
    Black Dagger Chemist
    Ally 1

    Traits
    Pitborn
    Devil
    Alchemist

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.
    Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

    Guardpost Card 9:
    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.

    Guardpost Card 10:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Befouled Altar
    Traits: Abyssal
    At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
    When Closing: Summon and defeat the henchman Cultist of Baphomet.
    When Permanently Closed: On closing, bury a blessing from your discard pile.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1

    Befouled Altar Card 1:
    Vagorg
    Henchman Monster 1

    Traits
    Half-Orc
    Sorcerer

    Check
    Combat
    8

    Powers
    Before you act, Vargorg deals 2 Force damage to you.
    If undefeated, shuffle a random monster from the box into Vagorg's location deck; serach your cards for a cohort that has the Mendevian trait and banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Befouled Altar Card 2:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Befouled Altar Card 3:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Befouled Altar Card 4:
    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.

    Befouled Altar Card 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Befouled Altar Card 6:
    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.

    Befouled Altar Card 7:
    Carrion Golem
    Monster B

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Befouled Altar Card 8:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    After your move step, put this card on top of your deck to examine the top card of your location deck.

    Befouled Altar Card 9:
    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.

    Befouled Altar Card 10:
    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.


  • Start at Occult Library.

    Balazar wrote:

    Skills and Powers:
    Skills

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

    Powers
    Hand Size 6 ☐ 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 (☐ 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, Enchanted Fang, Enchanted Fang, Glibness, Bone Armor, Blessing of Ascension
    Displayed: Padrig
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0 Shirt Reroll Available (1-A): Yes
    Notes:
    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.

    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.

    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.


    I'll start at the Armory.

    "

    Thargrap wrote:

    Hand: Scythe, Toughness, Blessing of Baphomet, Blood Periapt,

    Displayed: Blood God Nulgreth,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shax, Scale Mail, Create Pit, Scale of Resistance, Blessing of Ascension 3, Blessing of Ascension, Fiery Glare, Retainer, Blessing of Ascension 2, Blackwing Librarian, Glibness
    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 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [ ] 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.)

    "

    Silver Crusade

    Armory.

    Hand: Recruit, Scale of Sacred Weaponry, Longspear B, Flaming Heavy Pick +1
    Deck: 12 Discard: 0 Buried: 0
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    .Melee: Strength+2
    DEXTERITY d6 [ ]+1 [ ]+2
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d6 [ ]+1 [ ]+2
    WISDOM d6 [ ]+1 [ ]+2
    .Divine: Wisdom +1
    CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
    .Diplomacy: Charisma +3

    POWERS HAND SIZE 4 [ ] 5 [ ] 6
    PROFICIENCIES Light Armors Heavy Armors Weapons
    You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
    When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
    Favored card type: Ally


    Emil's Deck Handler

    Start at Armory

    Emil wrote:

    Hand: Corrosive Dagger +1, Composite Bow, Stalking Armor, Blessing of Ascension 2, Blessing of Ascension 4,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Armory
    Hero Points (Available): 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Caravan Guard, Aklys, Frilled Lizard, Ring of Climbing, Scale of Disguise, Scale of Sacred Weaponry, Athlete, Blessing of Baphomet, Blessing of Ascension 3, Blessing of Ascension, Hand Crossbow
    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 (☐ +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison (☐ 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.


    Armory until I know I have a weapon in hand.
    .
    .
    .
    .

    Arueshalae wrote:

    Hand: Hand Crossbow 2, Shortbow 1, Blessing of Baphomet, Blessing of Ascension 2, Blessing of Ascension 4, Arueshalae's Gift,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Watchtower
    Hero Points: 0
    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, Scale of Cloud Walking, Blackwing Librarian, Hand Crossbow 1, Demon Hunter's Handbook, Hide Armor, Blessing of Ascension 3, Blessing of Ascension 1, Grave Tender, Shortbow 2
    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: Shardra
    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


    Emil's Deck Handler

    The hour of Ascension
    Remain at Armory.

    Explore:

    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.

    Discard BoAscension.
    Ranged 7: 2d10 + 2 ⇒ (3, 5) + 2 = 10 acquired
    Draw a card: BoBaphomet.

    Discard BoAscension to explore:

    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.

    Discard BoBaphomet to bless. Thargrap discards a BoBaphoment to bless.
    Strength 11: 3d8 ⇒ (2, 7, 1) = 10 banished

    End turn and reset.

    Emil wrote:

    Hand: Corrosive Dagger +1, Composite Bow, Hand Crossbow, Stalking Armor, Corrosive Dagger +1 (acq),

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Armory
    Hero Points (Available): 0
    NOTES:
    Available Support: Composite Box discards to add 1d8 to a distant combat check.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sage's Journal, Frilled Lizard, Aklys, Scale of Disguise, Athlete, Caravan Guard, Blessing of Ascension, Ring of Climbing, Blessing of Ascension 3
    Recharged:
    Discard Pile: Blessing of Ascension 2, Blessing of Ascension 4, Blessing of Baphomet,
    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 (☐ 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

    Linxia explores! Magic Padded Armor. I don’t think anyone wants that, so it can go away. Recruit to go again. Magic Half Plate.

    Con 4: 1d6 ⇒ 1

    Nope. Done.

    Hand: Interrogator, Scale of Sacred Weaponry, Longspear B, Flaming Heavy Pick +1
    Deck: 11 Discard: 1 Buried: 0
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    .Melee: Strength+2
    DEXTERITY d6 [ ]+1 [ ]+2
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d6 [ ]+1 [ ]+2
    WISDOM d6 [ ]+1 [ ]+2
    .Divine: Wisdom +1
    CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
    .Diplomacy: Charisma +3

    POWERS HAND SIZE 4 [ ] 5 [ ] 6
    PROFICIENCIES Light Armors Heavy Armors Weapons
    You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
    When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
    Favored card type: Ally


    During This Adventure: Adventure 0: Fall From Grace

  • The servitor demon is the henchman Relentless Inquisitor.
  • 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

    During This Scenario: 1-A: Cultist Playoffs
    STORY BANES:

  • Villain: Sophini
  • Henchmen: Vagorg, Cultists of Baphomet

    DURING THIS SCENARIO:

  • When setting up, display the armor Corroded Helm (removed) next to the blessings deck.
  • If you would encounter the villain Sophini while the Corroded Helm is displayed next to the blessings deck, she is evaded instead.
  • When you defeat the henchman Vagorg, add the displayed Corroded Helm to your hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Corroded Helm displayed.
    Corroded Helm:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury a random card from your discard pile.
    After you act, shuffle this card into a random other open location.

    Monster 2
    Spoiler:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Monster 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

    Powers
    If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

    Monster 5
    Spoiler:
    Man-Eating Aurochs
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 3
    Spoiler:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

    Powers
    If undefeated, a character at your location summons and encounters the henchman Wight.

    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:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 2
    Spoiler:
    Scizore
    Weapon C

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

    Weapon 3
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 4
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 5
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Random Spells:
    Spell 1
    Spoiler:
    Skitter
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    7

    Powers
    At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    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.

    Spell 3
    Spoiler:
    Sanctuary
    Spell B

    Traits
    Magic
    Divine
    Mental
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    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 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:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Padded Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    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.

    Armor 3
    Spoiler:
    Magic Padded Armor
    Armor C

    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 4
    Spoiler:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

    Armor 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:
    Trapsmith Gloves
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Dexterity
    Disable
    7

    Powers
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

    Item 2
    Spoiler:
    Portable Altar
    Item B

    Traits
    Object
    Divine
    Elite

    Check
    Wisdom
    Divine
    7

    Powers
    Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

    Item 3
    Spoiler:
    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.

    Item 4
    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 5
    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.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Teamster
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
    Discard thi card to explore your location.

    Ally 3
    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 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:
    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.

    Random Blessings:
    Blessing 1
    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 2
    Spoiler:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Blessing 3
    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 4
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing 5
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Turn: 3 Shardra/Redeux

    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: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Arueshalae)
    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 2 (Turn 5 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 3 (Turn 6 Balazar)
    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 7 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 5 (Turn 8 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 6 (Turn 9 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 7 (Turn 10 Arueshalae)
    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 11 Thargrap)
    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.

    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 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 11 (Turn 14 Linxia)
    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 15 Shardra)
    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 13 (Turn 16 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 14 (Turn 17 Thargrap)
    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 15 (Turn 18 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 16 (Turn 19 Emil)
    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 17 (Turn 20 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 18 (Turn 21 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 19 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 20 (Turn 23 Thargrap)
    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 21 (Turn 24 Balazar)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 22 (Turn 25 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 26 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 24 (Turn 27 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing C

    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 25 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 26 (Turn 29 Thargrap)
    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 27 (Turn 30 Balazar)
    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.

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Balazar

    Occult Library 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.

    Occult Library Card 2:
    Burst Bonds
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    5

    Powers
    Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Occult Library Card 3:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Occult Library Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Occult Library Card 5:
    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.

    Occult Library Card 6:
    Dread Bolt
    Spell B

    Traits
    Magic
    Divine
    Attack
    Force
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.

    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.

    Occult Library Card 7:
    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.

    Occult Library Card 8:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Occult Library Card 9:
    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.

    Occult Library Card 10:
    Battle Aspergillum
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    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:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Viper Strike
    Spell C

    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.

    Sanctum Card 3:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    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.

    Sanctum Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Sanctum Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Sanctum Card 10:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands
    Traits: Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Wounded Lands Card 1:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

    Powers
    If undefeated, a character at your location summons and encounters the henchman Wight.

    Wounded Lands Card 2:
    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.

    Wounded Lands Card 3:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands Card 4:
    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.

    Wounded Lands Card 5:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

    Powers
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

    Wounded Lands Card 6:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Wounded Lands Card 7:
    Cultist of Baphomet
    Henchman Monster C

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wounded Lands Card 8:
    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.

    Wounded Lands Card 9:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Wounded Lands Card 10:
    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.

    Armory
    At This Location: When you acquire a weapon, you may draw a card.
    When Closing: Summon and acquire a random weapon.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:0 Ar:3 I:0 Al:1 Bl:0 ?:1
    Located here: Thargrap, Linxia, Emil, Arue

    Armory Card 1:
    Magic Half-Plate
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

    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 you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armory Card 2:
    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.

    Armory Card 3:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Armory Card 4:
    Helm
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armory Card 5:
    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.

    Armory Card 6:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Armory Card 7:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Watchtower Card 1:
    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.

    Watchtower Card 2:
    Vulture
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    5

    Powers
    When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
    Discard this card to explore your location.

    Watchtower Card 3:
    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.

    Watchtower Card 4:
    Heavy Pick
    Weapon C

    Traits
    Pick
    Melee
    Piercing
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

    Watchtower Card 5:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Watchtower Card 6:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 7:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 8:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Watchtower Card 9:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Watchtower Card 10:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1

    Laboratory Card 1:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Laboratory Card 2:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Laboratory Card 3:
    Blackwing Librarian
    Ally C

    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.

    Laboratory Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Wisdom 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.

    Laboratory Card 7:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory Card 8:
    Carrion Golem
    Monster C

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    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:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Guardpost Card 1:
    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.

    Guardpost Card 2:
    Vampire Spawn
    Monster B

    Traits
    Undead
    Elite

    Check
    Combat
    13

    Powers
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.

    Guardpost Card 3:
    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.

    Guardpost Card 4:
    Sophini
    Villain Monster B

    Traits
    Human
    Conjurer
    Cultist

    Check
    Combat
    12
    OR
    Arcane
    9

    Powers
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.

    Guardpost Card 5:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

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

    Guardpost Card 6:
    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.

    Guardpost Card 7:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Guardpost Card 8:
    Black Dagger Chemist
    Ally 1

    Traits
    Pitborn
    Devil
    Alchemist

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.
    Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

    Guardpost Card 9:
    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.

    Guardpost Card 10:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Befouled Altar
    Traits: Abyssal
    At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
    When Closing: Summon and defeat the henchman Cultist of Baphomet.
    When Permanently Closed: On closing, bury a blessing from your discard pile.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1

    Befouled Altar Card 1:
    Vagorg
    Henchman Monster 1

    Traits
    Half-Orc
    Sorcerer

    Check
    Combat
    8

    Powers
    Before you act, Vargorg deals 2 Force damage to you.
    If undefeated, shuffle a random monster from the box into Vagorg's location deck; serach your cards for a cohort that has the Mendevian trait and banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Befouled Altar Card 2:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Befouled Altar Card 3:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Befouled Altar Card 4:
    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.

    Befouled Altar Card 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Befouled Altar Card 6:
    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.

    Befouled Altar Card 7:
    Carrion Golem
    Monster B

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Befouled Altar Card 8:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    After your move step, put this card on top of your deck to examine the top card of your location deck.

    Befouled Altar Card 9:
    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.

    Befouled Altar Card 10:
    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.


  • Dwarf Shaman | Deck Handler

    wounded lands

    Shardra wrote:

    Hand: Cure, Kolo, BoAscension3, Hide Armor, Fireblade2, Frigid Blast2,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand size 5 []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 (□ or 2 cards) of your (□ or any) location deck.

    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.
    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
    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
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    Recharge: Divine 8
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor, Basic
    Powers: Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    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:
    "

    explore

    Baleful Shadows:

    Barrier B
    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

    Powers
    If undefeated, a character at your location summons and encounters the henchman Wight.


    recharge kolo for 1d8+1, arue's gift gives 1d4
    Baleful Shadows DC 11 divine: 1d10 + 3 + 1d8 + 1 + 1d4 ⇒ (4) + 3 + (2) + 1 + (1) = 11 defeated

    Discard BoAscension to explore

    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.

    use blessing from Arue
    DC 7 str: 2d6 ⇒ (6, 4) = 10 acquired!

    EOT
    n/a

    RESET
    discard the whip

    Shardra wrote:

    Hand: Cure, Hide Armor, Demon Hunter's Handbook, Frigid Blast2, Fireblade2,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand size 5 []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 (□ or 2 cards) of your (□ or any) location deck.

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    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
    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
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    Recharge: Divine 8
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor, Basic
    Powers: Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    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

    Displayed descriptions:
    "

    TLDR
    wounded lands card 1 banished
    card 2 acquired
    used blessing from arue


    Blessing of Ascension discarded for Shardra.

    Turn 4: The hour is Blessing of Abadar
    .
    .
    Move to Watchtower

    Free exploration: Lann
    Random ally: Raconteur 5
    Diplomacy 5: 1d12 + 3 ⇒ (5) + 3 = 8
    Success
    Acquired

    Discard Lann to explore: Vulture
    Wisdom 5: 0 = 0
    Failed
    Banished

    Ending my turn.

    Arueshalae wrote:

    Hand: Hand Crossbow 2, Shortbow 1, Hand Crossbow 1, Blessing of Baphomet, Blessing of Ascension 4,

    Displayed: Arueshalae's Gift,
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Watchtower
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Demon Hunter's Handbook, Shortbow 2, Blessing of Ascension 3, Blessing of Ascension 1, Hide Armor, Scale of Cloud Walking, Archer's Bracers, Grave Tender, Blackwing Librarian
    Recharged:
    Discard Pile: Blessing of Ascension 2, Lann,
    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: Shardra
    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


    Hour is Blessing of Ascension.

    Explore the Armory to find Magic Half-Plate. I'll play Toughness on myself.
    Fortitude 4: 1d8 + 2 + 3 ⇒ (3) + 2 + 3 = 8 Auto. I draw a card.

    Blessing of Baphomet to explore again. An Apprentice. I'll just recharge my Blackwing Librarian to succeed on the check.

    Apprentice for another explore. A Cultist henchman! I'll bury the Apprentice I just picked up to add 1d6.
    Combat 10+1=11: 1d10 + 2 + 2d4 + 1d6 ⇒ (6) + 2 + (2, 2) + (5) = 17 Defeated and buried.

    To close, summon and acquire a random weapon, which is a Sickle. I'll banish that Cultist to add 1d4.
    Melee 5: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 Acquired. Armory closed.

    End of turn, I'll discard the Sickle and the Magic Half-Plate.

    recharge Toughness: 1d8 + 2 ⇒ (3) + 2 = 5 Discarded.

    "

    Thargrap wrote:

    Hand: Scythe, Glibness, Fiery Glare, Blood Periapt,

    Displayed: Blood God Nulgreth,
    Deck: 10 Discard: 4 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Scale of Resistance, Blessing of Shax, Blessing of Ascension, Create Pit, Scale Mail, Blessing of Ascension 3, Retainer, Blessing of Ascension 2, Longspear
    Recharged: Blackwing Librarian,
    Discard Pile: Blessing of Baphomet, Sickle, Magic Half-Plate, Toughness,
    Buried Pile: Apprentice,

    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 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [ ] 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.)

    "


    Hour: Ascension.

    Recharge Enchanted Fang 1 to draw: Giant Fly

    Explore: Poison Spiked Pit Trap
    Cast Agility, Asking Arue for BoBaphomet to double bless.
    Dex 10+#=11: 1d6 + 3 + 2d6 ⇒ (2) + 3 + (3, 1) = 9 Failed.
    Combat damage: 1d4 ⇒ 1: Recharge Bone Armor to reduce by 1.
    Poison damage: 1d4 ⇒ 2: Banish Giant Fly to reduce by 1, discard Enchanted Fang.

    Recharge Agility Arcane 8: 1d12 + 2 ⇒ (9) + 2 = 11 Recharged.

    Draw up to 6.

    Balazar wrote:

    Skills and Powers:
    Skills

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

    Powers
    Hand Size 6 ☐ 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 (☐ 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: Enchanted Fang, Glibness, Animated Skeleton, Apprentice, Blessing of Ascension, Blessing of Shax
    Displayed: Padrig
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0 Shirt Reroll Available (1-A): Yes
    Notes:
    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.

    Apprentice:
    Apprentice
    Ally B

    Traits
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Checks
    Half-Elf

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

    Blessing of Ascension:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Checks
    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.

    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 0: Fall From Grace

  • The servitor demon is the henchman Relentless Inquisitor.
  • 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

    During This Scenario: 1-A: Cultist Playoffs
    STORY BANES:

  • Villain: Sophini
  • Henchmen: Vagorg, Cultists of Baphomet

    DURING THIS SCENARIO:

  • When setting up, display the armor Corroded Helm (removed) next to the blessings deck.
  • If you would encounter the villain Sophini while the Corroded Helm is displayed next to the blessings deck, she is evaded instead.
  • When you defeat the henchman Vagorg, add the displayed Corroded Helm to your hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Corroded Helm displayed.
    Corroded Helm:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


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

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Cave Lizard
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    11

    Powers
    If defeated during your exploration, you may explore your location.
    If undefeated, shufle the Cave Lizard into a random open location.

    Monster 3
    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 4
    Spoiler:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Monster 5
    Spoiler:
    Cambion
    Monster B

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Random Barriers:
    Barrier 1
    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 2
    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 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:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 5
    Spoiler:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 3
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 4
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    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:
    Channel Corruption
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add or ignore the Corrupted trait on a card for the rest of the turn.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    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:
    Create Pit
    Spell B

    Traits
    Magic
    Arcane
    Trap
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

    Spell 4
    Spoiler:
    Cure
    Spell C

    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 5
    Spoiler:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

    Armor 2
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 3
    Spoiler:
    Scale Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 4
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 5
    Spoiler:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    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 2
    Spoiler:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

    Powers
    The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
    During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
    After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

    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:
    Trapsmith Gloves
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Dexterity
    Disable
    7

    Powers
    Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
    Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

    Item 5
    Spoiler:
    Caltrop Bead
    Item B

    Traits
    Object
    Magic
    Basic

    Check
    Dexterity
    6

    Powers
    Banish this card to add 1d4 to your combat check.
    Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

    Random Allies:
    Ally 1
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Frilled Lizard
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Bat
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 to your Ranged or Survival check.
    Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

    Ally 5
    Spoiler:
    Fortune-Teller
    Ally 1

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

    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 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 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.

    Blessing 4
    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 5
    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.

    Turn: 7 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: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 2 (Turn 9 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 3 (Turn 10 Arueshalae)
    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 11 Thargrap)
    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.

    Blessings Deck Card 5 (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 6 (Turn 13 Emil)
    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 7 (Turn 14 Linxia)
    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 15 Shardra)
    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 9 (Turn 16 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 17 Thargrap)
    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 11 (Turn 18 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 19 Emil)
    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 13 (Turn 20 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 14 (Turn 21 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 15 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 16 (Turn 23 Thargrap)
    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 17 (Turn 24 Balazar)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 18 (Turn 25 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 26 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 20 (Turn 27 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing C

    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 21 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 22 (Turn 29 Thargrap)
    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 23 (Turn 30 Balazar)
    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.

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Balazar
    Notes: Poison Spiked Pit Trap

    Occult Library Card 1:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Occult Library Card 2:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Occult Library Card 3:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Occult Library Card 4:
    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.

    Occult Library Card 5:
    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.

    Occult Library Card 6:
    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.

    Occult Library Card 7:
    Dread Bolt
    Spell B

    Traits
    Magic
    Divine
    Attack
    Force
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.

    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.

    Occult Library Card 8:
    Burst Bonds
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    5

    Powers
    Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Occult Library Card 9:
    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.

    Occult Library Card 10:
    Battle Aspergillum
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    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:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Viper Strike
    Spell C

    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.

    Sanctum Card 3:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    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.

    Sanctum Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Sanctum Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Sanctum Card 10:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands
    Traits: Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M:2 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Shardra

    Wounded Lands Card 1:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands 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.

    Wounded Lands Card 3:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

    Powers
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

    Wounded Lands Card 4:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Wounded Lands Card 5:
    Cultist of Baphomet
    Henchman Monster C

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wounded Lands Card 6:
    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.

    Wounded Lands Card 7:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Wounded Lands Card 8:
    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.

    Armory
    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, Linxia, Emil,

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Arue

    Watchtower Card 1:
    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.

    Watchtower Card 2:
    Heavy Pick
    Weapon C

    Traits
    Pick
    Melee
    Piercing
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

    Watchtower Card 3:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Watchtower Card 4:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 5:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 6:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Watchtower Card 7:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Watchtower Card 8:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1

    Laboratory Card 1:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Laboratory Card 2:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Laboratory Card 3:
    Blackwing Librarian
    Ally C

    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.

    Laboratory Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Wisdom 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.

    Laboratory Card 7:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory Card 8:
    Carrion Golem
    Monster C

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    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:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Guardpost Card 1:
    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.

    Guardpost Card 2:
    Vampire Spawn
    Monster B

    Traits
    Undead
    Elite

    Check
    Combat
    13

    Powers
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.

    Guardpost Card 3:
    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.

    Guardpost Card 4:
    Sophini
    Villain Monster B

    Traits
    Human
    Conjurer
    Cultist

    Check
    Combat
    12
    OR
    Arcane
    9

    Powers
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.

    Guardpost Card 5:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

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

    Guardpost Card 6:
    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.

    Guardpost Card 7:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Guardpost Card 8:
    Black Dagger Chemist
    Ally 1

    Traits
    Pitborn
    Devil
    Alchemist

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.
    Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

    Guardpost Card 9:
    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.

    Guardpost Card 10:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Befouled Altar
    Traits: Abyssal
    At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
    When Closing: Summon and defeat the henchman Cultist of Baphomet.
    When Permanently Closed: On closing, bury a blessing from your discard pile.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1

    Befouled Altar Card 1:
    Vagorg
    Henchman Monster 1

    Traits
    Half-Orc
    Sorcerer

    Check
    Combat
    8

    Powers
    Before you act, Vargorg deals 2 Force damage to you.
    If undefeated, shuffle a random monster from the box into Vagorg's location deck; serach your cards for a cohort that has the Mendevian trait and banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Befouled Altar Card 2:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Befouled Altar Card 3:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Befouled Altar Card 4:
    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.

    Befouled Altar Card 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Befouled Altar Card 6:
    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.

    Befouled Altar Card 7:
    Carrion Golem
    Monster B

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Befouled Altar Card 8:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    After your move step, put this card on top of your deck to examine the top card of your location deck.

    Befouled Altar Card 9:
    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.

    Befouled Altar Card 10:
    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.


  • Emil's Deck Handler

    The hour of Torag
    Move to Guardpost.

    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.

    Balazar discards BoAscension to bless.
    Fortitude 6: 2d8 + 1 ⇒ (8, 6) + 1 = 15 acquired

    End turn. Discard Stalking Armor.

    Emil wrote:

    Hand: Corrosive Dagger +1, Composite Bow, Hand Crossbow, Corrosive Dagger +1 (acq), Eagle Knight Dress Uniform (acq),

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Guardpost
    Hero Points (Available): 0
    NOTES:
    Available Support: Composite Box discards to add 1d8 to a distant combat check.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frilled Lizard, Blessing of Ascension 3, Sage's Journal, Ring of Climbing, Athlete, Aklys, Scale of Disguise, Blessing of Ascension, Caravan Guard
    Recharged:
    Discard Pile: Blessing of Ascension 2, Blessing of Ascension 4, Blessing of Baphomet, Stalking Armor,
    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 (☐ 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

    Linxia heads to the Watchtower and explores! Mercenary. Flaming Heavy Pick, recharge Scale of Sacred Weaponry.

    Combat 11: 1d10 + 1d6 + 5 ⇒ (9) + (1) + 5 = 15

    Dead Merc. Interrogator to go again. Heavy Pick.

    Melee 6: 1d10 + 2 ⇒ (5) + 2 = 7

    Yay another weapon to banish.

    I’m done.

    Hand: Sages Journal, Frog, Longspear B, Flaming Heavy Pick +1
    Deck: 10 Discard: 2 Buried: 0
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    .Melee: Strength+2
    DEXTERITY d6 [ ]+1 [ ]+2
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d6 [ ]+1 [ ]+2
    WISDOM d6 [ ]+1 [ ]+2
    .Divine: Wisdom +1
    CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
    .Diplomacy: Charisma +3

    POWERS HAND SIZE 4 [ ] 5 [ ] 6
    PROFICIENCIES Light Armors Heavy Armors Weapons
    You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
    When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
    Favored card type: Ally


    During This Adventure: Adventure 0: Fall From Grace

  • The servitor demon is the henchman Relentless Inquisitor.
  • 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

    During This Scenario: 1-A: Cultist Playoffs
    STORY BANES:

  • Villain: Sophini
  • Henchmen: Vagorg, Cultists of Baphomet

    DURING THIS SCENARIO:

  • When setting up, display the armor Corroded Helm (removed) next to the blessings deck.
  • If you would encounter the villain Sophini while the Corroded Helm is displayed next to the blessings deck, she is evaded instead.
  • When you defeat the henchman Vagorg, add the displayed Corroded Helm to your hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Corroded Helm displayed.
    Corroded Helm:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury a random card from your discard pile.
    After you act, shuffle this card into a random other open location.

    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:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

    Powers
    If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
    Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
    While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

    Monster 4
    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 5
    Spoiler:
    Giant Cockroach
    Monster B

    Traits
    Vermin
    Basic

    Check
    Combat
    8

    Powers
    Before you act, another character at your location summons and encouters a Giant Cockroach.
    If the check to defeat has the Bludgeoning trait, add 1d8.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 3
    Spoiler:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Barrier 5
    Spoiler:
    Corrupted Crusaders
    Barrier C

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Random Weapons:
    Weapon 1
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 2
    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 3
    Spoiler:
    Scizore
    Weapon C

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

    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:
    Bolas
    Weapon B

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Random Spells:
    Spell 1
    Spoiler:
    Agility
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    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.

    Spell 2
    Spoiler:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    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, succeed at an Arcane 6 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:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Padded Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    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.

    Armor 2
    Spoiler:
    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.

    Armor 3
    Spoiler:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

    Armor 4
    Spoiler:
    Magic Padded Armor
    Armor C

    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 5
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Discord Bottle
    Item 1

    Traits
    Object
    Magic
    Corrupted

    Check
    Wisdom
    Divine
    8

    Powers
    When you would encounter a monster, recharge this card; a random character at your location encounters the monster instead.
    When you would encounter a monster, discard this card and choose a character at your location to encounter the monster instead.
    If this card has the Corrupted trait, before the encountering character acts, he is dealt 1 Mental damage that may not be reduced.

    Item 3
    Spoiler:
    Potion of Striding
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

    Item 4
    Spoiler:
    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:
    Potion of Beast Skin
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

    Random Allies:
    Ally 1
    Spoiler:
    Kimroth Otai
    Ally 1

    Traits
    Human
    Fighter

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card and another ally to draw a card.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

    Ally 2
    Spoiler:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    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.

    Ally 4
    Spoiler:
    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.

    Ally 5
    Spoiler:
    Teamster
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
    Discard thi 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 Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessing 3
    Spoiler:
    Blessing of 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 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 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.

    Turn: 9 Shardra/Redeux

    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: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Arueshalae)
    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 11 Thargrap)
    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.

    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 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 5 (Turn 14 Linxia)
    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 15 Shardra)
    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 7 (Turn 16 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 17 Thargrap)
    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 9 (Turn 18 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 19 Emil)
    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 20 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 12 (Turn 21 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 13 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 14 (Turn 23 Thargrap)
    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 15 (Turn 24 Balazar)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 25 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 17 (Turn 26 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 18 (Turn 27 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing C

    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 28 Arueshalae)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Blessings Deck Card 20 (Turn 29 Thargrap)
    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 21 (Turn 30 Balazar)
    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.

    Occult Library
    At This Location: When you play a card that has the Book trait, banish it.
    When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
    When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Balazar
    Notes: Poison Spiked Pit Trap

    Occult Library Card 1:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Occult Library Card 2:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Occult Library Card 3:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Occult Library Card 4:
    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.

    Occult Library Card 5:
    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.

    Occult Library Card 6:
    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.

    Occult Library Card 7:
    Dread Bolt
    Spell B

    Traits
    Magic
    Divine
    Attack
    Force
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.

    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.

    Occult Library Card 8:
    Burst Bonds
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    5

    Powers
    Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Occult Library Card 9:
    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.

    Occult Library Card 10:
    Battle Aspergillum
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

    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:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Viper Strike
    Spell C

    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.

    Sanctum Card 3:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    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.

    Sanctum Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Sanctum Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Sanctum Card 10:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands
    Traits: Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M:2 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Shardra

    Wounded Lands Card 1:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands 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.

    Wounded Lands Card 3:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

    Powers
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

    Wounded Lands Card 4:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Wounded Lands Card 5:
    Cultist of Baphomet
    Henchman Monster C

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wounded Lands Card 6:
    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.

    Wounded Lands Card 7:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Wounded Lands Card 8:
    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.

    Armory
    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,

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:1 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Arue, Linxia,

    Watchtower Card 1:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Watchtower Card 2:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 3:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 4:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Watchtower Card 5:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Watchtower Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1

    Laboratory Card 1:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Laboratory Card 2:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Laboratory Card 3:
    Blackwing Librarian
    Ally C

    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.

    Laboratory Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Wisdom 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.

    Laboratory Card 7:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory Card 8:
    Carrion Golem
    Monster C

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    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:3 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Emil,

    Guardpost Card 1:
    Vampire Spawn
    Monster B

    Traits
    Undead
    Elite

    Check
    Combat
    13

    Powers
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.

    Guardpost Card 2:
    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.

    Guardpost Card 3:
    Sophini
    Villain Monster B

    Traits
    Human
    Conjurer
    Cultist

    Check
    Combat
    12
    OR
    Arcane
    9

    Powers
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.

    Guardpost Card 4:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

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

    Guardpost Card 5:
    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.

    Guardpost Card 6:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Guardpost Card 7:
    Black Dagger Chemist
    Ally 1

    Traits
    Pitborn
    Devil
    Alchemist

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.
    Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

    Guardpost Card 8:
    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.

    Guardpost Card 9:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Befouled Altar
    Traits: Abyssal
    At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
    When Closing: Summon and defeat the henchman Cultist of Baphomet.
    When Permanently Closed: On closing, bury a blessing from your discard pile.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:3 ?:1

    Befouled Altar Card 1:
    Vagorg
    Henchman Monster 1

    Traits
    Half-Orc
    Sorcerer

    Check
    Combat
    8

    Powers
    Before you act, Vargorg deals 2 Force damage to you.
    If undefeated, shuffle a random monster from the box into Vagorg's location deck; serach your cards for a cohort that has the Mendevian trait and banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Befouled Altar Card 2:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Befouled Altar Card 3:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Befouled Altar Card 4:
    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.

    Befouled Altar Card 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Befouled Altar Card 6:
    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.

    Befouled Altar Card 7:
    Carrion Golem
    Monster B

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Befouled Altar Card 8:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    After your move step, put this card on top of your deck to examine the top card of your location deck.

    Befouled Altar Card 9:
    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.

    Befouled Altar Card 10:
    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.


  • After playing Blessing of Baphomet for Balazar.
    .
    .
    .
    .

    Arueshalae wrote:

    Hand: Hand Crossbow 2, Shortbow 1, Hand Crossbow 1, Blessing of Ascension 4,

    Displayed: Arueshalae's Gift,
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Watchtower
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Scale of Cloud Walking, Grave Tender, Shortbow 2, Blessing of Ascension 3, Hide Armor, Blackwing Librarian, Blessing of Ascension 1, Archer's Bracers, Demon Hunter's Handbook
    Recharged:
    Discard Pile: Blessing of Ascension 2, Lann, Blessing of Baphomet,
    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: Shardra
    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

    Leather Armor:

    Armor C
    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    auto acquire (1d10+2)

    EOT
    n/a

    RECOVERY
    n/a

    RESET
    discard leather armor

    Shardra wrote:

    Hand: Cure, Hide Armor, Demon Hunter's Handbook, Frigid Blast2, Fireblade2,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand size 5 []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 (□ or 2 cards) of your (□ or any) location deck.

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    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
    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
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    Recharge: Divine 8
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor, Basic
    Powers: Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    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

    Displayed descriptions:
    "

    tldr
    acquired card 1 at Wounded Lands


    Turn 10: The hour is Blessing of Abraxas
    .
    .
    .
    .
    Move to Guardpost.

    Free exploration: Vampire Spawn
    Hand crossbow (recharging Shortbow), Blessing of Ascension
    Combat 13: 1d8 + 2 + 1d6 + 1d8 + 1d8 ⇒ (6) + 2 + (3) + (6) + (7) = 24
    Success
    Defeated

    Ending my turn.

    Arueshalae wrote:

    Hand: Hand Crossbow 2, Hand Crossbow 1, Demon Hunter's Handbook, Scale of Cloud Walking, Grave Tender,

    Displayed: Arueshalae's Gift,
    Deck: 7 Discard: 4 Buried: 0
    Current Location: Guardpost
    Hero Points: 0
    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 3, Blackwing Librarian, Archer's Bracers, Hide Armor, Shortbow 2, Blessing of Ascension 1
    Recharged: Shortbow 1,
    Discard Pile: Blessing of Ascension 2, Lann, Blessing of Baphomet, Blessing of Ascension 4,
    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: Shardra
    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


    Thargrap will move over to the Befouled Altar and explore, finding a Vagorg! Ooh, he'll give me a Corroded Helm if I defeat him. I discard my Blood Periapt to reduce the before acting damage.
    recharge Fortitude 6: 1d8 + 2 ⇒ (4) + 2 = 6 Recharged.
    Combat 8: 1d10 + 2 + 2d4 ⇒ (9) + 2 + (3, 4) = 18 Defeated and buried.

    Closing check is a Cultist of Baphomet. It's my first exploration of the turn so I take 1 Combat damage in the form of Glibness. I'll bury my Blessing of Baphomet to add 1d6 since it'll get buried anyway when I close.
    Combat 10+1=11: 1d10 + 2 + 2d4 + 1d6 ⇒ (7) + 2 + (3, 4) + (6) = 22 Defeated. Befouled Altar closed.

    I'll banish the Apprentice from my buried pile to move to the Watchtower. Then banish Vagorg to draw a card, which is Scale Mail. Useless. Not willing to banish my Blessing of Baphomet to just draw a card, so I'll end there.

    "

    Thargrap wrote:

    Hand: Scythe, Scale Mail, Fiery Glare, Corroded Helm,

    Displayed: Blood God Nulgreth,
    Deck: 11 Discard: 3 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension 2, Blessing of Shax, Scale of Resistance, Blessing of Ascension, Longspear, Blessing of Ascension 3, Retainer, Toughness, Create Pit
    Recharged: Blackwing Librarian, Blood Periapt,
    Discard Pile: Sickle, Magic Half-Plate, Glibness,
    Buried Pile: Blessing of Baphomet,

    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 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [ ] 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.)

    "


    Hour: Blessing of Ascension

    Recharge Animated Skeleton to draw a monster: Bunyip

    Explore: Cultist of Baphomet
    BA, 1 Combat damage: Apprentice
    Reveal Bunyip for Padrig, banish Bunyip for +d4, cast Enchanted Fang
    Combat 10: 2d10 + 1d4 + 1d4 ⇒ (3, 5) + (3) + (1) = 12 Defeated, drawn.
    Recharge Enchanted Fang Arcane 7: 1d12 + 2 ⇒ (10) + 2 = 12 Recharged.

    Close:
    Discard BoAscension
    Knowledge 6: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (2) = 10 Closed
    Draw new Arcane spell: Lightning Touch

    Recharge Lightning Touch to draw monster: Mandragora

    Draw up to 6.

    Balazar wrote:

    Skills and Powers:
    Skills

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

    Powers
    Hand Size 6 ☐ 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 (☐ 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: Glibness, Blood Periapt, Blessing of Abraxas, Blessing of Shax, Cultist of Baphomet, Mandragora
    Displayed: Padrig
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 0 Shirt Reroll Available (1-A): Yes
    Notes:
    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 0: Fall From Grace

  • The servitor demon is the henchman Relentless Inquisitor.
  • 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

    During This Scenario: 1-A: Cultist Playoffs
    STORY BANES:

  • Villain: Sophini
  • Henchmen: Vagorg, Cultists of Baphomet

    DURING THIS SCENARIO:

  • When setting up, display the armor Corroded Helm (removed) next to the blessings deck.
  • If you would encounter the villain Sophini while the Corroded Helm is displayed next to the blessings deck, she is evaded instead.
  • When you defeat the henchman Vagorg, add the displayed Corroded Helm to your hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Corroded Helm displayed.
    Corroded Helm:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Maggot Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
    Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
    If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

    Monster 2
    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 3
    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 4
    Spoiler:
    Vampire Spawn
    Monster B

    Traits
    Undead
    Elite

    Check
    Combat
    13

    Powers
    The Vampire Spawn is immune to the Mental and Poison traits.
    If undefeated, bury a random card from your discard pile.

    Monster 5
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Random Barriers:
    Barrier 1
    Spoiler:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

    Powers
    Before you act, draw a random ally from the box and display it next to the scenario.
    Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

    Barrier 2
    Spoiler:
    Arboreal Blight
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Barrier 3
    Spoiler:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Barrier 4
    Spoiler:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    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:
    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 2
    Spoiler:
    Lance
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 3
    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 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:
    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.

    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:
    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:
    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 4
    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 5
    Spoiler:
    Sanctuary
    Spell B

    Traits
    Magic
    Divine
    Mental
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 2
    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 3
    Spoiler:
    Steel Shield
    Armor B

    Traits
    Shield
    Offhand
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

    Armor 4
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 5
    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.

    Random Items:
    Item 1
    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 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 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:
    Portable Altar
    Item B

    Traits
    Object
    Divine
    Elite

    Check
    Wisdom
    Divine
    7

    Powers
    Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

    Item 5
    Spoiler:
    Caltrop Bead
    Item B

    Traits
    Object
    Magic
    Basic

    Check
    Dexterity
    6

    Powers
    Banish this card to add 1d4 to your combat check.
    Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

    Random Allies:
    Ally 1
    Spoiler:
    Teamster
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
    Discard thi card to explore your location.

    Ally 2
    Spoiler:
    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.

    Ally 3
    Spoiler:
    Riftwarden
    Ally 1

    Traits
    Human
    Wizard

    Check
    Intelligence
    Knowledge
    7
    OR
    Diplomacy
    10

    Powers
    Recharge this card to add 1 die to your check to close a location.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Petty Thief
    Ally 1

    Traits
    Human
    Rogue
    Elite

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Divine
    8

    Powers
    If you fail the check to acquire this card, discard an armor or an item.
    Discard this card to examine the top card of your location deck. If it is a boon, banish it. If it is a bane, you may encounter it; add 1d6 to your checks to defeat it.

    Ally 5
    Spoiler:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    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.

    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 Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    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: 13 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Abraxas

    Top Blessing:
    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 Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Linxia)
    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 15 Shardra)
    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 3 (Turn 16 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 4 (Turn 17 Thargrap)
    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 5 (Turn 18 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 6 (Turn 19 Emil)
    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 20 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 8 (Turn 21 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 22 Arueshalae)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 10 (Turn 23 Thargrap)
    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 11 (Turn 24 Balazar)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 25 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 26 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 14 (Turn 27 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing C

    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 28 Arueshalae)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 29 Thargrap)
    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 17 (Turn 30 Balazar)
    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.

    Occult Library
    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
    Notes:

    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:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Viper Strike
    Spell C

    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.

    Sanctum Card 3:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    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.

    Sanctum Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Sanctum Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Sanctum Card 10:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands
    Traits: Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Shardra

    Wounded Lands Card 1:
    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.

    Wounded Lands Card 2:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

    Powers
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

    Wounded Lands Card 3:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Wounded Lands Card 4:
    Cultist of Baphomet
    Henchman Monster C

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wounded Lands Card 5:
    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.

    Wounded Lands Card 6:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Wounded Lands Card 7:
    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.

    Armory
    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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:1 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Linxia, Thargrap,

    Watchtower Card 1:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Watchtower Card 2:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 3:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 4:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Watchtower Card 5:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Watchtower Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1

    Laboratory Card 1:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Laboratory Card 2:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Laboratory Card 3:
    Blackwing Librarian
    Ally C

    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.

    Laboratory Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Wisdom 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.

    Laboratory Card 7:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory Card 8:
    Carrion Golem
    Monster C

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    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:2 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Emil, Arue,

    Guardpost Card 1:
    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.

    Guardpost Card 2:
    Sophini
    Villain Monster B

    Traits
    Human
    Conjurer
    Cultist

    Check
    Combat
    12
    OR
    Arcane
    9

    Powers
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.

    Guardpost Card 3:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

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

    Guardpost Card 4:
    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.

    Guardpost Card 5:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Guardpost Card 6:
    Black Dagger Chemist
    Ally 1

    Traits
    Pitborn
    Devil
    Alchemist

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.
    Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

    Guardpost 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.

    Guardpost Card 8:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Befouled Altar
    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


  • Emil's Deck Handler

    The hour of Abraxas
    Remain at Guardpost.
    Discard Corrosive Dagger to evade SoT Corrupted Soldier.

    Explore:

    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.

    Fortitude 7: 1d8 + 1 ⇒ (6) + 1 = 7 acquired

    End turn. Reset hand and recharge Ghoul Hide.

    Emil wrote:

    Hand: Corrosive Dagger +1, Composite Bow, Hand Crossbow, Athlete, Eagle Knight Dress Uniform (acq),

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Guardpost
    Hero Points (Available): 0
    NOTES:
    Available Support: Composite Box discards to add 1d8 to a distant combat check.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frilled Lizard, Sage's Journal, Caravan Guard, Blessing of Ascension 3, Scale of Disguise, Ring of Climbing, Aklys, Blessing of Ascension
    Recharged: Ghoul Hide (acq),
    Discard Pile: Blessing of Ascension 2, Blessing of Ascension 4, Blessing of Baphomet, Stalking Armor, Corrosive Dagger +1 (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 (☐ +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison (☐ 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

    Linxia explores. Cat o Nine Tails.

    Melee 11: 1d10 + 2 ⇒ (10) + 2 = 12

    Ooh, I got it! Frog to go again. Stalking Armor.

    Con 4: 1d6 ⇒ 6

    Got that too. Discard Longspear and be done.

    Hand: Sages Journal, Cat o Nine Tails, Stalking Armor, Flaming Heavy Pick +1
    Deck: 10 Discard: 4 Buried: 0
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    .Melee: Strength+2
    DEXTERITY d6 [ ]+1 [ ]+2
    CONSTITUTION d6 [ ]+1 [ ]+2
    INTELLIGENCE d6 [ ]+1 [ ]+2
    WISDOM d6 [ ]+1 [ ]+2
    .Divine: Wisdom +1
    CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
    .Diplomacy: Charisma +3

    POWERS HAND SIZE 4 [ ] 5 [ ] 6
    PROFICIENCIES Light Armors Heavy Armors Weapons
    You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
    When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
    Favored card type: Ally


    Dwarf Shaman | Deck Handler

    explore wounded lands

    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.

    use frigid blast, gift from arue
    Accursed Prist DC 12 combat: 1d10 + 3 + 2d4 + 1d4 ⇒ (10) + 3 + (1, 2) + (1) = 17 defeated, recharge BoAscension.
    Frigid Blast: 1d10 + 3 ⇒ (1) + 3 = 4 discarded

    curse self
    heal: 1d4 + 1 ⇒ (2) + 1 = 3 whole discard
    cure: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11 recharged

    Shardra wrote:

    Hand: BoAscension3, Hide Armor, Demon Hunter's Handbook, Kolo (IH), Fireblade2,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand size 5 []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 (□ or 2 cards) of your (□ or any) location deck.

    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.
    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
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor, Basic
    Powers: Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    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
    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
    wounded lands card 1 - accursed priest banished


    Turn 16: The hour is Blessing of Pulura
    At Watchtower
    .
    .
    .
    Start of turn: Evade Corrupted Soldier.

    Give Scale of Cloudwalking to Emil

    Free exploration: Sophini
    I can evade if desired.
    Pause for discussion....


    .
    .
    .
    .
    .
    Arushalae evades Sophini.

    Ending my turn.

    Arueshalae wrote:

    Hand: Hand Crossbow 2, Hand Crossbow 1, Demon Hunter's Handbook, Archer's Bracers, Grave Tender,

    Displayed: Arueshalae's Gift,
    Deck: 7 Discard: 4 Buried: 0
    Current Location: Guardpost
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Caltrop Bead, Blessing of Ascension 3, Blackwing Librarian, Hide Armor, Shortbow 2, Blessing of Ascension 1
    Recharged: Shortbow 1,
    Discard Pile: Blessing of Ascension 2, Lann, Blessing of Baphomet, Blessing of Ascension 4,
    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: Shardra
    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 0: Fall From Grace

  • The servitor demon is the henchman Relentless Inquisitor.
  • 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

    During This Scenario: 1-A: Cultist Playoffs
    STORY BANES:

  • Villain: Sophini
  • Henchmen: Vagorg, Cultists of Baphomet

    DURING THIS SCENARIO:

  • When setting up, display the armor Corroded Helm (removed) next to the blessings deck.
  • If you would encounter the villain Sophini while the Corroded Helm is displayed next to the blessings deck, she is evaded instead.
  • When you defeat the henchman Vagorg, add the displayed Corroded Helm to your hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Corroded Helm displayed.
    Corroded Helm:
    Corroded Helm
    Armor B

    Traits
    Heavy Armor
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    3

    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 Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Mongrel Wizard
    Monster C

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Monster 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:
    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 4
    Spoiler:
    Cave Viper
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

    Powers
    All damage dealth by a Cave Viper is Poison damage.
    Defore you act, the Cave Viper deals 1 Poison damage to you.
    If the check to defeat has the Cold trait, add 1d8.

    Monster 5
    Spoiler:
    Giant Maggot Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Basic

    Check
    Combat
    6

    Powers
    Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
    Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
    If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

    Random Barriers:
    Barrier 1
    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 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:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 2
    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 3
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 4
    Spoiler:
    Scythe
    Weapon C

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 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:
    Frigid Blast
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    4
    OR
    Wisdom
    Divine
    6

    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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Agility
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    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.

    Spell 3
    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 4
    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.

    Spell 5
    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.

    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:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 3
    Spoiler:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

    Armor 4
    Spoiler:
    Padded Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    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.

    Armor 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Codex
    Item C

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    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.

    Item 2
    Spoiler:
    Potion of Beast Skin
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, 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:
    Book of the Loremaster
    Item C

    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:
    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:
    Mendevian Crusader
    Ally B

    Traits
    Human
    Soldier

    Check
    Divine
    9
    OR
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to reduce damage dealt before you act to a character at your location to 0.
    Discard this card to explore your location. During this exploration, add 1 to your combat checks.

    Ally 2
    Spoiler:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    After your move step, put this card on top of your deck to examine the top card of your location deck.

    Ally 3
    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 4
    Spoiler:
    Frog
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

    Ally 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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 2
    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.

    Blessing 3
    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 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 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.

    Turn: 17 Thargrap/Cartmanbeck

    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: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 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 19 Emil)
    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 20 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 4 (Turn 21 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 22 Arueshalae)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 6 (Turn 23 Thargrap)
    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 24 Balazar)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 25 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 26 Linxia)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to your check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

    Blessings Deck Card 10 (Turn 27 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing C

    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 28 Arueshalae)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
    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 29 Thargrap)
    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 13 (Turn 30 Balazar)
    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.

    Occult Library
    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
    Notes:

    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:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sanctum Card 1:
    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.

    Sanctum Card 2:
    Viper Strike
    Spell C

    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.

    Sanctum Card 3:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Sanctum Card 4:
    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.

    Sanctum Card 5:
    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.

    Sanctum Card 6:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sanctum Card 7:
    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.

    Sanctum Card 8:
    Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Sanctum Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

    Powers
    The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    If undefeated, bury an ally that lists Diplomacy in its check to acquire.

    Sanctum Card 10:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Reveal this card to add 2 to your Stealth or Perception check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Wounded Lands
    Traits: Abyssal
    At This Location: When you encounter a bane, you may not play allies on your checks.
    When Closing: Succeed at a Wisdom or Survival 8 check.
    When Permanently Closed: On closing, bury a boon.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Shardra

    Wounded Lands Card 1:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

    Powers
    The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

    Wounded Lands Card 2:
    Demonic Horde
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Wounded Lands Card 3:
    Cultist of Baphomet
    Henchman Monster C

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wounded Lands Card 4:
    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.

    Wounded Lands Card 5:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card at the end of your turn to move yourself and another character at your location to another location.
    Discard this card to explore your location.

    Wounded Lands Card 6:
    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.

    Armory
    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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Linxia, Thargrap,

    Watchtower Card 1:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Cold or Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Watchtower Card 2:
    Arboreal Blight
    Barrier B

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

    Watchtower Card 3:
    Wreacker Demon
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    14

    Powers
    The Wrecker Demon is immune to the Electricity and Poison traits.
    If undefeated, bury a non-Basic item or banish an item.

    Watchtower Card 4:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory
    At This Location: When you would banish an item for its power, bury it instead.
    When Closing: Succeed at an Intelligence 7 or Craft 5 check.
    When Permanently Closed: On closing, draw a random item from the box.
    M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1

    Laboratory Card 1:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Laboratory Card 2:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    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.

    Laboratory Card 3:
    Blackwing Librarian
    Ally C

    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.

    Laboratory Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

    Powers
    The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
    Before you act, the Mongrel Wizard deals 1 Acid damage to you.
    After you act, the Mongrel Wizard deals 1 Poison damage to you.

    Laboratory Card 5:
    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.

    Laboratory Card 6:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Wisdom 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.

    Laboratory Card 7:
    Cultist of Baphomet
    Henchman Monster B

    Traits
    Human
    Cleric
    Cultist
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
    Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
    If undefeated, shuffle the top card of the blessings deck into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Laboratory Card 8:
    Carrion Golem
    Monster C

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

    Powers
    Recharge this card to add the Magic trait to any check by a character at your location.
    Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

    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:2 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Emil, Arue,
    Notes: Sophini

    Guardpost Card 1:
    Sophini
    Villain Monster B

    Traits
    Human
    Conjurer
    Cultist

    Check
    Combat
    12
    OR
    Arcane
    9

    Powers
    Before you act, summon and encounter a random monster from the box. If the summoned monster is not defeated, Sopini is undefeated.
    If undefeated, shuffle the top card of the blissings deck into your location deck.

    Guardpost Card 2:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

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

    Guardpost Card 3:
    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.

    Guardpost Card 4:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
    Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

    Guardpost Card 5:
    Black Dagger Chemist
    Ally 1

    Traits
    Pitborn
    Devil
    Alchemist

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.
    Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

    Guardpost Card 6:
    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.

    Guardpost Card 7:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
    Discard this card to explore your location.

    Befouled Altar
    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


  • Thargrap at the Watchtower. Explore to find Hide Armor. I already have two armors in hand, so I'm going to cast Fiery Glare to banish it and encounter the next card, which is... Arboreal Blight. Ugh. EVERYONE FIGHTS TREEEEES

    I'll recharge my Scale Mail to the 1 Ranged Combat damage. Using my Scythe and burying Glibness from discards to add 1d6.
    Fiendish Tree Combat 13+2=15: 1d10 + 2 + 2d4 + 1d6 ⇒ (6) + 2 + (2, 4) + (4) = 18 Defeated.

    I'll just discard Corroded Helm to the AA Ranged Combat damage.

    recharge Fiery Glare: 1d8 + 2 ⇒ (4) + 2 = 6 Discarded.

    "

    Thargrap wrote:

    Hand: Scythe, Retainer, Create Pit, Blessing of Ascension 3,

    Displayed: Blood God Nulgreth,
    Deck: 9 Discard: 3 Buried: 3
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension, Blessing of Ascension 2, Scale of Resistance, Longspear, Blessing of Shax, Toughness
    Recharged: Blackwing Librarian, Blood Periapt, Scale Mail,
    Discard Pile: Corroded Helm, Magic Half-Plate, Fiery Glare,
    Buried Pile: Glibness, Blessing of Baphomet, Sickle,

    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 ([ ] 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [ ] 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.)

    "


    Fiendish Tree:
    Discard Cultist of Baphomet for BA damage
    Reveal Mandragora for Padrig, banish Mandragora for +d4+1
    Combat 13+##=15: 2d10 + 1d4 + 1 ⇒ (9, 10) + (2) + 1 = 22 Defeated.
    Discard Blood Periapt for AA damage.


    Arueshalae evades the Fiendish Tree


    Dwarf Shaman | Deck Handler

    Fiendish Tree:
    Fiendish Tree
    Henchman Monster B

    Traits
    Plant
    Demon
    Veteran

    Check
    Combat
    13

    Powers
    The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

    recharge hide armor to reduce BA damage

    use Fireblade, reveal demon hunters handbook
    Fiendish Tree DC 14 combat: 1d10 + 3 + 2d4 + 1d4 + 1 ⇒ (5) + 3 + (2, 1) + (4) + 1 = 16 defeated
    Demon Hunter handbook DC 5 knowledge: 1d10 + 2 ⇒ (6) + 2 = 8 revealed instead of recharged. Power feat: Examine top card of Wounded Lands: Giant Amoeba
    Fireblade: 1d10 + 3 ⇒ (1) + 3 = 4 discarded
    AYA recharge koloIH to reduce damage by 2 to 0.

    Shardra wrote:

    Hand: BoAscension3,

    Displayed:
    Deck: 17 Discard: 1 Buried: 0 Shirt Reroll Available: N Hero Points: 0
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand size 5 []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 (□ or 2 cards) of your (□ or any) location deck.

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    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
    defeated my tree. it cost....nearly everything.
    wounded lands 1 examined Giant Amoeba


    trees undefeated ->1: 1d20 ⇒ 17 No Ulkreth.

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