[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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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-C: Raid on Mongrel Village

    STORY BANES:

  • Villain: None
  • Henchmen: Wenduag

    DURING THIS SCENARIO:

  • When building the Mongrel Village, deal twice the listed number of each card type into the location deck, then shuffle in a number of random allies equal to twice the number of characters.
  • When you would encounter an ally from a location deck, summon and encounter the henchman Mongrel Traitor instead. If defeated, display the ally next to your character deck; otherwise, shuffle the ally into the location deck it came from.
  • To win the scenario, close the location Mongrel Village; you may only do so when it is empty.
    Mongrel Traitor:
    Mongrel Traitor
    Henchman Monster 1

    Traits
    Mongrel
    Soldier

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.


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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    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 3
    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 4
    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 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:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Temptation of Arms
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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 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:
    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.

    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:
    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.

    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:
    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 5
    Spoiler:
    Ranseur of the Gargoyle
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    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.

    Spell 2
    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 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:
    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.

    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:
    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:
    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 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:
    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 5
    Spoiler:
    Ghoul Hide
    Armor 1

    Traits
    Light Armor
    Magic
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    Craft
    7

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

    Random Items:
    Item 1
    Spoiler:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Item 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:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 4
    Spoiler:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Item 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:
    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 2
    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 3
    Spoiler:
    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.

    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:
    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 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 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 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 11 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Linxia)
    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.

    Blessings Deck Card 2 (Turn 13 Shardra)
    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 3 (Turn 14 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 4 (Turn 15 Thargrap)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 16 Balazar)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 17 Emil)
    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 7 (Turn 18 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 19 Shardra)
    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 9 (Turn 20 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 10 (Turn 21 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 11 (Turn 22 Balazar)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 23 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 24 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 25 Shardra)
    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 15 (Turn 26 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 16 (Turn 27 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 28 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 29 Emil)
    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 19 (Turn 30 Linxia)
    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.

    Mongrel Village
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:10 Bl:1 ?:0
    Located here: everyone

    Mongrel Village Card 1:
    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.

    Mongrel Village Card 2:
    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.

    Mongrel Village Card 3:
    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.

    Mongrel Village Card 4:
    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.

    Mongrel Village Card 5:
    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.

    Mongrel Village Card 6:
    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.

    Mongrel Village Card 7:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Mongrel Village Card 8:
    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.

    Mongrel Village Card 9:
    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.

    Mongrel Village Card 10:
    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.

    Mongrel Village Card 11:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Mongrel Village Card 12:
    Frog
    Ally C

    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.

    Mongrel Village Card 13:
    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.

    Mongrel Village Card 14:
    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.


  • Emil's Deck Handler

    The hour of Abadar
    Remain at Mongrel Village.

    Explore:

    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.

    Summon & encounter Mongrel Traitor. Random monster: Mercenary. Combat 10 - reveal Heavy Crossbow, discard BoBaphomet
    Combat 10: 3d10 + 3 + 1d10 ⇒ (10, 6, 1) + 3 + (4) = 24 defeated
    Kimroth Otai displayed.

    Discard BoAscension to explore:

    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.

    Summon & encounter Mongrel Traitor. Random monster: Giant Fly. Combat 9 - reveal Heavy Crossbow, discard Corrosive Dagger +1.
    Combat 9: 1d10 + 3 + 1d10 + 1d4 + 1 ⇒ (5) + 3 + (4) + (2) + 1 = 15 defeated
    Hawk displayed.

    End turn & reset hand.

    Emil wrote:

    Hand: Heavy Crossbow, Corrosive Dagger +1 (2), Scale of Disguise, Ring of Climbing, Blessing of Ascension 3,

    Displayed: Grizzled Mercenary, Kimroth Otai, Hawk,
    Deck: 6 Discard: 5 Buried: 0
    Current Location: Mongrel Village
    Hero Points (Available): 0
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard to add 1d4 to a combat check.
    L&D - Blessings

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Caravan Guard, Blessing of Ascension 4, Recruit, Sage's Journal, Composite Bow
    Recharged:
    Discard Pile: Blessing of Ascension, Frilled Lizard, Blessing of Ascension 2, Blessing of Baphomet, Corrosive Dagger +1 (1),
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you encounter a card, a character at your location may discard card; if she does, evade your encounter.
    You may discard a card to add 1d4 (☐ +1) (☐ +2) to a combat check by a character at another location
    When you play a boon that has the poison (☐ 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

    Recharge Eagle Knight Dress Uniform to reduce ranged combat damage.

    Linxia explores. Cave Lizard. Acidic Whip it.

    Combat 11: 1d10 + 1d6 + 4 ⇒ (4) + (6) + 4 = 14

    Is dead, so I can explore again. Mendevian Crusader, which is really a Mongrel Traitior, which has a CtD of Cave Viper, or 8.

    Combat 8: 1d10 + 1d6 + 4 ⇒ (9) + (1) + 4 = 14

    It is dead, and I am done.

    Hand: Scale of Sacred Weaponry, Blessing of the Ascension C, Longspear, Acidic Whip +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


    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-C: Raid on Mongrel Village

    STORY BANES:

  • Villain: None
  • Henchmen: Wenduag

    DURING THIS SCENARIO:

  • When building the Mongrel Village, deal twice the listed number of each card type into the location deck, then shuffle in a number of random allies equal to twice the number of characters.
  • When you would encounter an ally from a location deck, summon and encounter the henchman Mongrel Traitor instead. If defeated, display the ally next to your character deck; otherwise, shuffle the ally into the location deck it came from.
  • To win the scenario, close the location Mongrel Village; you may only do so when it is empty.
    Mongrel Traitor:
    Mongrel Traitor
    Henchman Monster 1

    Traits
    Mongrel
    Soldier

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.


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

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

    Monster 3
    Spoiler:
    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.

    Monster 4
    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 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:
    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 2
    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 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 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 5
    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.

    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:
    Fear
    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:
    Aklys
    Weapon C

    Traits
    Club
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4, or discard it to add another 2d4 and the Piercing trait. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Force Shortbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

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

    Weapon 5
    Spoiler:
    Giant Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Strength
    Ranged
    8

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

    Random Spells:
    Spell 1
    Spoiler:
    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 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:
    Force Missile
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Force
    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 4
    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 5
    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.

    Random Armors:
    Armor 1
    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 2
    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 3
    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 4
    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 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:
    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.

    Item 2
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    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:
    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:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Mongrel Archer
    Ally 1

    Traits
    Mongrel
    Elite

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
    Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, you damage you are dealt is increased by 1d6.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    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:
    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.

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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 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 Shardra/Redeux

    Top of Blessing Discard Pile: Blessing of Deskari

    Top Blessing:
    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 Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 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 2 (Turn 15 Thargrap)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 16 Balazar)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 17 Emil)
    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 5 (Turn 18 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 19 Shardra)
    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 7 (Turn 20 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 21 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 9 (Turn 22 Balazar)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 23 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 24 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 25 Shardra)
    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 13 (Turn 26 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 14 (Turn 27 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 15 (Turn 28 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 29 Emil)
    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 17 (Turn 30 Linxia)
    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.

    Mongrel Village
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:7 Bl:1 ?:0
    Located here: everyone

    Mongrel Village Card 1:
    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.

    Mongrel Village Card 2:
    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.

    Mongrel Village Card 3:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Mongrel Village Card 4:
    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.

    Mongrel Village Card 5:
    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.

    Mongrel Village Card 6:
    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.

    Mongrel Village Card 7:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Mongrel Village Card 8:
    Frog
    Ally C

    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.

    Mongrel Village Card 9:
    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.

    Mongrel Village Card 10:
    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.


  • Dwarf Shaman | Deck Handler

    explore

    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.

    Summon Traitor

    Mongrel Traitor:

    Henchman Monster 1
    Traits
    Mongrel
    Soldier

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Random monster -> Bunyip -> DC 9

    Use fireblade2
    Mongrel Treaitor DC 9 combat: 1d10 + 4 + 2d4 ⇒ (9) + 4 + (3, 4) = 20 Reacher is displayed and joins Shardra's other researcher.
    Fireblade dc 8 divine: 1d10 + 4 ⇒ (7) + 4 = 11 recharged

    Time isn't an issue so I'll keep my blessing and stop there

    EOT
    n/a

    RESET

    Shardra wrote:

    Hand: Spellcaster's Shield, BoAbraxas, Kolo, Frigid Blast2, Fireblade1,

    Displayed: Researcher, Researcher2,
    Deck: 12 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 [X]+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
    Fireblade1
    Spoiler:
    Fireblade1
    Traits: Magic, Divine, Attack, Fire, Basic
    Powers: For your combat check, discard this card to use your Divine skill + 2d4.
    Recharge: Divine 8
    Spellcaster's Shield
    Spoiler:
    Spellcaster's Shield
    Traits: Shield, Offhand, Magic
    Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    BoAbraxas
    Spoiler:
    BoAbraxas
    Traits: Divine, Abraxas, Corrupted
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Arcane or Divine check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

    Displayed descriptions:
    "

    TLDR
    location card 1 displayed (Researcher)
    Random Monster 1 has been useud (bunyip)


    Turn 14: The hour is Blessing of Deskari
    .
    .
    .
    .

    Pick up Arushalae's Gift

    Free exploration: Zombie
    Hand Crossbow, Blessing of Ascension
    Combat 9: 1d8 + 3 + 1d6 + 1d8 ⇒ (2) + 3 + (4) + (4) = 13
    Success
    Defeated
    Thargrap buries the Zombie

    Discard Blackwing Librarian to explore: Quadnys Orlun
    Summon Mongrel Traitor
    Radom monster: Peryton (14)
    Hand Crossbow, Blessing of Ascension
    Combat 14: 1d8 + 3 + 1d6 + 1d8 ⇒ (6) + 3 + (2) + (5) = 16
    Success
    Defeated

    Ending my turn.

    Arueshalae wrote:

    Hand: Hand Crossbow 1, Demon Hunter's Handbook, Archer's Bracers, Blessing of Ascension 4, Arueshalae's Gift,

    Displayed:
    Deck: 4 Discard: 7 Buried: 0
    Current Location: Mongrel Village
    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): Shortbow, Demonbane Light Crossbow +1, Blessing of Ascension 2, Hand Crossbow 2
    Recharged:
    Discard Pile: Blessing of Baphomet, Scale of Cloud Walking, Grave Tender, Hide Armor, Blessing of Ascension 1, Blackwing Librarian, Blessing of Ascension 3,
    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:
    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-C: Raid on Mongrel Village

    STORY BANES:

  • Villain: None
  • Henchmen: Wenduag

    DURING THIS SCENARIO:

  • When building the Mongrel Village, deal twice the listed number of each card type into the location deck, then shuffle in a number of random allies equal to twice the number of characters.
  • When you would encounter an ally from a location deck, summon and encounter the henchman Mongrel Traitor instead. If defeated, display the ally next to your character deck; otherwise, shuffle the ally into the location deck it came from.
  • To win the scenario, close the location Mongrel Village; you may only do so when it is empty.
    Mongrel Traitor:
    Mongrel Traitor
    Henchman Monster 1

    Traits
    Mongrel
    Soldier

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.


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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    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.

    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:
    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 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:
    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 2
    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 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:
    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 5
    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.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    Lance +1
    Weapon 1

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    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.

    Weapon 4
    Spoiler:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 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:
    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 2
    Spoiler:
    Fiery Glare
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    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.

    Spell 4
    Spoiler:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Detect Thoughts
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    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 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.

    Armor 3
    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 4
    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 5
    Spoiler:
    Hide Armor
    Armor C

    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Item 3
    Spoiler:
    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.

    Item 4
    Spoiler:
    Blood Periapt
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

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

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    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 3
    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 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:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 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 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 Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 15 Thargrap/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Sarenrae

    Top Blessing:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


    Blessings Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Balazar)
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 17 Emil)
    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 3 (Turn 18 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 4 (Turn 19 Shardra)
    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 5 (Turn 20 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 21 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 7 (Turn 22 Balazar)
    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 8 (Turn 23 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 24 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 10 (Turn 25 Shardra)
    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 11 (Turn 26 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 27 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 28 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 14 (Turn 29 Emil)
    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 15 (Turn 30 Linxia)
    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.

    Mongrel Village
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:5 Bl:1 ?:0
    Located here: everyone

    Mongrel Village Card 1:
    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.

    Mongrel Village Card 2:
    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.

    Mongrel Village 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.

    Mongrel Village Card 4:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Mongrel Village Card 5:
    Frog
    Ally C

    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.

    Mongrel Village Card 6:
    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.

    Mongrel Village Card 7:
    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.


  • Hour is Sarenrae. Explore to find a Wolverine, which is actually another damn Mongrel. Random Monster is a Zombie.
    Combat 9: 1d10 + 3 + 1d8 ⇒ (8) + 3 + (3) = 14 Defeated. Wolverine displayed.

    Lann to explore again, which is an Elven Chain Shirt. Random armor from the box is Wooden Shield, so its difficulty is 4.
    Fortitude 6 4: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Acquired.

    I'll discard that and the Blood Periapt and end my turn.
    "

    Thargrap wrote:

    Hand: Cold Iron Longsword, Scale Mail, Fiery Glare, Blessing of Baphomet,

    Displayed: Blood God Nulgreth, Animal Tamer, Researcher, Wolverine,
    Deck: 7 Discard: 7 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, Toughness, Blessing of Ascension, Blessing of Shax 2, Glibness, Scythe, Blessing of Shax
    Recharged:
    Discard Pile: Scale of Resistance, Blackwing Librarian, Blessing of Pulura, Frigid Blast, Lann, Elven Chain Shirt, Blood Periapt,
    Buried Pile: Zombie (0),

    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: Torag

    Explore: Blackwing Librarian, but actually Mongrel Traitor
    Random monster: Carrion Golem, Combat 14
    Reveal Wenduag for 2d10+1 from Padrag, reveal Sage's Journal for +d4, cast Black Spot to reduce by 2.
    Combat 14-2=12: 2d10 + 1 + 1d4 ⇒ (8, 7) + 1 + (4) = 20 Defeated, Blackwing Librarian displayed
    Recharge Black Spot ARcae 6: 1d12 + 3 ⇒ (1) + 3 = 4 Discarded.

    Discard Animated Skeleton to explore: Carbuncle, but actually Mongrel Traitor
    Random monster: Pitborn Scoundrel, Combat 12
    Reveal Wenduag for 2d10+1 from Padrag, reveal Sage's Journal for +d4, +d4 from Animated Skeleton.
    Combat 12: 2d10 + 1 + 1d4 + 1d4 ⇒ (4, 5) + 1 + (2) + (3) = 15 Defeated, Carbuncle displayed

    Discard Blessing of Abraxas to explore: Frog, but actually Mongrel Traitor
    Random monster: Cave Viper, Combat 8
    Reveal Wenduag for 2d10+1 from Padrag, reveal Sage's Journal for +d4
    Combat 8: 2d10 + 1 + 1d4 ⇒ (5, 2) + 1 + (4) = 12 Defeated, Frog displayed

    Draw up to 6.

    Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +1
    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: Brilliance, Sage's Journal, Apprentice, Blessing of Ascension, Blessing of Shax, Wenduag
    Displayed: Padrig
    Deck: 5 Discard: 6 Buried: 0
    Hero Points: 0 Shirt Reroll Available (1-C): No
    Notes: Displayed: Athlete, Recruit. Frog, Blackwing Librarian, Carbunkle
    Brilliance:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    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.

    Blessing of Shax:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Checks
    Combat
    9
    OR
    Divine
    5

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

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

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


    During This Adventure: Adventure 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-C: Raid on Mongrel Village

    STORY BANES:

  • Villain: None
  • Henchmen: Wenduag

    DURING THIS SCENARIO:

  • When building the Mongrel Village, deal twice the listed number of each card type into the location deck, then shuffle in a number of random allies equal to twice the number of characters.
  • When you would encounter an ally from a location deck, summon and encounter the henchman Mongrel Traitor instead. If defeated, display the ally next to your character deck; otherwise, shuffle the ally into the location deck it came from.
  • To win the scenario, close the location Mongrel Village; you may only do so when it is empty.
    Mongrel Traitor:
    Mongrel Traitor
    Henchman Monster 1

    Traits
    Mongrel
    Soldier

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.


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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Monster 3
    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 4
    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 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:
    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 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:
    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 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:
    Crazed Cultists
    Barrier 1

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None
    0

    Powers
    Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
    After you act, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    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.

    Weapon 3
    Spoiler:
    Giant Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Strength
    Ranged
    8

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

    Weapon 4
    Spoiler:
    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 5
    Spoiler:
    Aklys
    Weapon C

    Traits
    Club
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4, or discard it to add another 2d4 and the Piercing trait. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Force Missile
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Force
    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 3
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    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 5
    Spoiler:
    Shadow Barbs
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Random Armors:
    Armor 1
    Spoiler:
    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.

    Armor 2
    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 3
    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.

    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
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Silver Raven Figurine
    Item B

    Traits
    Object
    Magic
    Elite

    Check
    Intelligence
    Arcane
    Craft
    7

    Powers
    Recharge this card to give 1 weapon, armor, or item to another character.
    Recharge this card to allow another character to give 1 weapon, armor, or item to you.
    You are allowed to play this card when a character encounters a card.

    Item 3
    Spoiler:
    Spellguard Bracers
    Item B

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

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

    Item 4
    Spoiler:
    Potion of Striding
    Item B

    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 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:
    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 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:
    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 4
    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 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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 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 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 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 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: 17 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    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 Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 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 19 Shardra)
    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 3 (Turn 20 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 4 (Turn 21 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 5 (Turn 22 Balazar)
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 23 Emil)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 24 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 25 Shardra)
    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 9 (Turn 26 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 10 (Turn 27 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 11 (Turn 28 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 29 Emil)
    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 13 (Turn 30 Linxia)
    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.

    Mongrel Village
    At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
    When Closing: Summon and defeat the henchman Mongrel Traitor.
    When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:0
    Located here: everyone

    Mongrel Village Card 1:
    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.

    Mongrel Village Card 2:
    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.


  • Emil's Deck Handler

    The hour of Abadar
    Remain at Mongrel Village.

    Explore: Apprentice but actually

    Mongrel Traitor:
    Henchman Monster 1
    Traits
    Mongrel
    Soldier

    Check
    Combat
    0

    Powers
    The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
    In undefeated, bury 1 random card from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Random Monster is Mercenary - Combat 10.
    Reveal Heavy Crossbow. Discard Corrosive Dagger +1.
    Combat 10: 1d10 + 2 + 1d10 + 1d4 + 1 ⇒ (9) + 2 + (7) + (3) + 1 = 22 defeated
    Apprentice displayed.

    Discard BoAscension to explore:

    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.

    Random blessing from box: Iomedae - checks to acquired are DC 5.
    Recharge Scale. Balazar discards a blessing.
    Wisdom 5: 2d4 + 1 ⇒ (1, 4) + 1 = 6 acquired

    Attempt to close location by summoning & defeating Mongrel Traitor.
    Random Monster is Constrictor Snake - Combat 11.
    Reveal Heavy Crossbow. Shardra discards a blessing.
    Combat 11: 2d10 + 2 + 1d10 ⇒ (2, 3) + 2 + (4) = 11 defeated

    We win!


    DEVELOPMENT:
    The mongrels proved to be tougher than you expected them to be, and their ranger Wenduag put up an especially good fight. To your surprise, you found several valuable pieces of equipment as you sifted through the former belongings of your new captives.

    SCENARIO REWARD:

  • For each ally displayed next to a character, that character may choose weapon, armor or item and draw a card of that type from the box.
  • If any displayed ally has the Mongrel trait, each character draws a random non-Basic blessing.

    ACQUIRED CARDS:
    Weapon B Longspear
    Spell C Frigid Blast
    Armor 1 Elven Chain Shirt
    Item B Abyssal Traveler's Kit
    Blessing B Blessing of Pulura
    Blessing B Blessing of Shelyn


  • ACQUIRED CARDS:
    Weapon C Aklys
    Weapon B Cat-o'-Nine-Tails
    Weapon 1 Giant Crossbow
    Weapon B Glaive +1
    Weapon B Heavy Crossbow
    Weapon 1 Hungering Staff
    Weapon B Lance
    Weapon B Longspear
    Weapon C Scythe
    Spell C Frigid Blast
    Armor 1 Elven Chain Shirt
    Armor B Hide Armor
    Armor C Magic Padded Armor
    Armor B Magic Scale Mail
    Armor B Steel Shield
    Item B Abyssal Traveler's Kit
    Item B Book of the Loremaster
    Item 1 Discord Bottle
    Item 1 Manual of War
    Blessing B Blessing of Pulura
    Blessing B Blessing of Shelyn


    ACQUIRED CARDS:
    Weapon C Aklys
    Weapon B Cat-o'-Nine-Tails
    Weapon 1 Force Shortbow +1
    Weapon 1 Giant Crossbow
    Weapon B Glaive +1
    Weapon B Heavy Crossbow
    Weapon 1 Hungering Staff
    Weapon B Lance
    Weapon B Longspear
    Weapon B Mace
    Weapon C Scythe
    Spell C Frigid Blast
    Armor 1 Elven Chain Shirt
    Armor B Hide Armor
    Armor C Magic Padded Armor
    Armor B Magic Scale Mail
    Armor B Steel Shield
    Item B Abyssal Traveler's Kit
    Item B Book of the Loremaster
    Item 1 Discord Bottle
    Item B Holy Phylactery
    Item 1 Manual of War
    Blessing B Blessing of Pulura
    Blessing B Blessing of Shelyn


    1-D: They Always Forget the Sewers
    Your time to shine has finally come, and tonight is the time to see the results of your recent endeavors. You made it into the group of cultists headed for the Chelish outpost called the Black Citadel, and the plan you are supposed to carry out is rather simple:
    There is an unguarded sewage tunnel connected to the lower citadels which you'll use to bypass the fortifications. Then, once you arrive near the lower levels, you'll open up a rift to the abyss and call forth a horde of demons that will help you wreck the place.

    LOCATIONS:
    1 Abyssal River
    1 Cavern
    2 Collapsing Bridge
    3 Citadel
    4 Cell
    5 Befouled Altar
    6 Maze

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.


  • 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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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.

    Monster 3
    Spoiler:
    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.

    Monster 4
    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.

    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:
    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.

    Barrier 2
    Spoiler:
    Temptation of Arms
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 4
    Spoiler:
    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:
    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.

    Random Weapons:
    Weapon 1
    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 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:
    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 4
    Spoiler:
    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.

    Weapon 5
    Spoiler:
    Longspear
    Weapon B

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

    Random Spells:
    Spell 1
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 2
    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 3
    Spoiler:
    Fiery Glare
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    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 5
    Spoiler:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    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.

    Armor 2
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 3
    Spoiler:
    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:
    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.

    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:
    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 2
    Spoiler:
    Ring of the Hellion
    Item 1

    Traits
    Accessory
    Magic
    Corrupted

    Check
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top card of your location deck. If it is a monster, you may encounter it and you may add 2d4 and the Mental trait to your checks to defeat it. If this card has the Corrupted trait, a random character is dealt 2 Mental damage that may not be reduced.

    Item 3
    Spoiler:
    Ring of Climbing
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Strength
    Constitution
    6

    Powers
    After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

    Item 4
    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.

    Item 5
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    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 2
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

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

    Ally 3
    Spoiler:
    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 C

    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:
    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 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 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 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 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 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.

    Turn: 1 Linxia/Eliandra

    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 Shardra)
    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 3 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 3 (Turn 4 Thargrap)
    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 5 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 5 (Turn 6 Emil)
    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 6 (Turn 7 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 7 (Turn 8 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 8 (Turn 9 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 9 (Turn 10 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 10 (Turn 11 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 11 (Turn 12 Emil)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 13 Linxia)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Shardra)
    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 15 Arueshalae)
    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 16 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 16 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 Linxia)
    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 19 (Turn 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 21 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 21 (Turn 22 Thargrap)
    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.

    Blessings Deck Card 22 (Turn 23 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 23 (Turn 24 Emil)
    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 25 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 25 (Turn 26 Shardra)
    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 26 (Turn 27 Arueshalae)
    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 27 (Turn 28 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 28 (Turn 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:
    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.

    Abyssal River Card 2:
    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.

    Abyssal River Card 3:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.

    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:
    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.

    Abyssal River Card 6:
    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.

    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:
    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.

    Abyssal River Card 9:
    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.

    Abyssal River Card 10:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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 ?:1

    Cavern Card 1:
    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.

    Cavern Card 2:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern Card 3:
    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.

    Cavern Card 4:
    Warhorse
    Ally 2

    Traits
    Animal
    Mount
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

    Cavern Card 5:
    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.

    Cavern Card 6:
    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.

    Cavern Card 7:
    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.

    Cavern Card 8:
    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.

    Cavern Card 9:
    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.

    Cavern Card 10:
    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.

    Collapsing Bridge
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1

    Collapsing Bridge 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.

    Collapsing Bridge Card 2:
    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.

    Collapsing Bridge Card 3:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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.

    Collapsing Bridge Card 6:
    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.

    Collapsing Bridge Card 7:
    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.

    Collapsing Bridge 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.

    Collapsing Bridge Card 9:
    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.

    Collapsing Bridge Card 10:
    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.

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

    Citadel Card 1:
    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.

    Citadel Card 2:
    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.

    Citadel Card 3:
    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.

    Citadel Card 4:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Citadel Card 5:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Citadel Card 6:
    Scythe
    Weapon B

    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.

    Citadel Card 7:
    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.

    Citadel Card 8:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 9:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Citadel Card 10:
    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.

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 5:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 6:
    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.

    Cell Card 7:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 8:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 9:
    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.

    Cell Card 10:
    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.

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

    Befouled Altar Card 1:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Befouled Altar Card 2:
    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.

    Befouled Altar Card 3:
    Crazed Cultists
    Barrier 1

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None
    0

    Powers
    Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
    After you act, banish this barrier.

    Befouled Altar Card 4:
    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.

    Befouled Altar 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.

    Befouled Altar Card 6:
    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.

    Befouled Altar Card 7:
    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.

    Befouled Altar Card 8:
    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.

    Befouled Altar Card 9:
    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.

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Maze Card 1:
    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.

    Maze Card 2:
    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.

    Maze Card 3:
    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.

    Maze Card 4:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze 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.

    Maze Card 6:
    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.


  • Start at Cavern.

    Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +1
    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, Elven Chain Shirt, Sage's Journal, Apprentice, Vulture, Blessing of Ascension
    Displayed: Padrig
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0 Shirt Reroll Available (1-D):
    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.

    Vulture:
    Vulture
    Ally B

    Traits
    Animal
    Basic

    Checks
    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.

    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.


    Thargrap will head to the Befouled Altar, as he's not expecting to fail any Combat checks.

    "

    Thargrap wrote:

    Hand: Blessing of Ascension, Hungering Staff, Scale of Resistance, Blessing of Ascension 2,

    Displayed: Blood God Nulgreth,
    Deck: 12 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 2, Frigid Blast, Glaive +1, Fiery Glare, Glibness, Toughness, Blackwing Librarian, Lann, Blood Periapt, Magic Scale Mail, Blessing of Baphomet, Blessing of Shax
    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.)

    "


    Emil's Deck Handler

    Swapped in Force Shortbow +1 for Corrosive Dagger, Abyssal Traveller's Kit for Ring of Climbing, and Manual of War for Sage's Journal.
    Start at Befouled Altar.

    Emil wrote:

    Hand: Force Shortbow +1, Stalking Armor, Manual of War, Abyssal Traveller's Kit, Blessing of Ascension 2,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Befouled Altar
    Hero Points (Available): 0
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard to add 1d4 to a combat check.
    L&D - Blessing

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension 4, Blessing of Ascension 3, Corrosive Dagger +1, Composite Bow, Scale of Disguise, Caravan Guard, Blessing of Baphomet, Heavy Crossbow, Frilled Lizard, Blessing of Ascension, Recruit
    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.

    Silver Crusade

    Cavern.

    Hand: Steel Shield, Blessing of the Ascension C, Scythe, Caravan Guard
    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

    Linxia explores. Dire Rat.

    Combat 8: 1d10 + 2d4 + 3 ⇒ (3) + (4, 2) + 3 = 12

    Caravan Guard to go again. Giant Bat. Fail BYA. Steal one of Thargrap’s blessings.

    Combat 13: 2d10 + 2d4 + 3 ⇒ (10, 5) + (1, 4) + 3 = 23

    Bless myself on close.

    Strength 6: 2d10 + 1 ⇒ (6, 5) + 1 = 12

    Move to
    Location: 1d6 ⇒ 5 Befouled Altar.

    Done.

    Hand: Steel Shield, Corroded Helm, Scythe, Sages Journal
    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


    Thargrap grumbles as he tosses a holy symbol of some evil god at Linxia. Blessing discarded.


    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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    Spoiler:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Monster 4
    Spoiler:
    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.

    Monster 5
    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.

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    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 2
    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 3
    Spoiler:
    Spiked Chain +1
    Weapon 1

    Traits
    Chain
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    9

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

    Weapon 4
    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.

    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:
    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:
    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:
    Force Missile
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Force
    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 4
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    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.

    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:
    Malevolent Buckler
    Armor 1

    Traits
    Shield
    Magic
    Corrupted

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Item 2
    Spoiler:
    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 3
    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.

    Item 4
    Spoiler:
    Silver Raven Figurine
    Item B

    Traits
    Object
    Magic
    Elite

    Check
    Intelligence
    Arcane
    Craft
    7

    Powers
    Recharge this card to give 1 weapon, armor, or item to another character.
    Recharge this card to allow another character to give 1 weapon, armor, or item to you.
    You are allowed to play this card when a character encounters a card.

    Item 5
    Spoiler:
    Ring of the Hellion
    Item 1

    Traits
    Accessory
    Magic
    Corrupted

    Check
    Wisdom
    Divine
    8

    Powers
    Discard this card to examine the top card of your location deck. If it is a monster, you may encounter it and you may add 2d4 and the Mental trait to your checks to defeat it. If this card has the Corrupted trait, a random character is dealt 2 Mental damage that may not be reduced.

    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:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 3
    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 4
    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 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 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 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 3
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing 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: 2 Shardra/Redeux

    Top of Blessing Discard Pile: Blessing of Deskari

    Top Blessing:
    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 Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 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 4 Thargrap)
    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 3 (Turn 5 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 6 Emil)
    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 7 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 6 (Turn 8 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 9 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 10 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 11 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 12 Emil)
    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 11 (Turn 13 Linxia)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 14 Shardra)
    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 13 (Turn 15 Arueshalae)
    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 14 (Turn 16 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 15 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 19 Linxia)
    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 18 (Turn 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 21 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 20 (Turn 22 Thargrap)
    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.

    Blessings Deck Card 21 (Turn 23 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 22 (Turn 24 Emil)
    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 23 (Turn 25 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 24 (Turn 26 Shardra)
    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 25 (Turn 27 Arueshalae)
    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 26 (Turn 28 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 27 (Turn 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 28 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:
    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.

    Abyssal River Card 2:
    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.

    Abyssal River Card 3:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.

    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:
    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.

    Abyssal River Card 6:
    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.

    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:
    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.

    Abyssal River Card 9:
    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.

    Abyssal River Card 10:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random 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

    Collapsing Bridge
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1

    Collapsing Bridge 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.

    Collapsing Bridge Card 2:
    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.

    Collapsing Bridge Card 3:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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.

    Collapsing Bridge Card 6:
    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.

    Collapsing Bridge Card 7:
    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.

    Collapsing Bridge 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.

    Collapsing Bridge Card 9:
    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.

    Collapsing Bridge Card 10:
    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.

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

    Citadel Card 1:
    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.

    Citadel Card 2:
    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.

    Citadel Card 3:
    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.

    Citadel Card 4:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Citadel Card 5:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Citadel Card 6:
    Scythe
    Weapon B

    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.

    Citadel Card 7:
    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.

    Citadel Card 8:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 9:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Citadel Card 10:
    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.

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 5:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 6:
    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.

    Cell Card 7:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 8:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 9:
    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.

    Cell Card 10:
    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.

    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
    Located here: Thargrap, Emil, Linxia,

    Befouled Altar Card 1:
    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 2:
    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 Card 3:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Befouled Altar Card 4:
    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.

    Befouled Altar Card 5:
    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.

    Befouled Altar Card 6:
    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.

    Befouled Altar Card 7:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Befouled Altar Card 8:
    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.

    Befouled Altar Card 9:
    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.

    Befouled Altar Card 10:
    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.

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Maze Card 1:
    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.

    Maze Card 2:
    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.

    Maze Card 3:
    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.

    Maze Card 4:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze 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.

    Maze Card 6:
    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.


  • River to start.

    Arueshalae wrote:

    Hand: Hand Crossbow, Demon Hunter's Handbook, Caltrop Bead, Blessing of Ascension 1, Blessing of Ascension 4, Arueshalae's Gift,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Abyssal River
    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): Demonbane Light Crossbow +1, Blessing of Ascension 2, Archer's Bracers, Blessing of Baphomet, Magic Padded Armor, Scale of Cloud Walking, Corrosive Dagger +1, Blessing of Ascension 3, Blackwing Librarian, Grave Tender, Giant Crossbow
    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:
    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

    start abyssal river

    Shardra wrote:

    Hand: Cure, BoDeskari, Fireblade2, Teamster, Codex1, Kolo,

    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 [X]+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.
    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
    Codex1
    Spoiler:
    Codex1
    Traits: Book, Basic
    Powers: Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
    Teamster
    Spoiler:
    Teamster
    Traits: Human, Hireling, Basic
    Powers: Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
    Discard thi card to explore your location.
    BoDeskari
    Spoiler:
    BoDeskari
    Traits: Divine Deskari Corrupted Veteran
    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.

    Displayed descriptions:
    "

    explore

    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.

    use fireblade

    Wreacker Demon DC 14 combat: 1d10 + 4 + 2d4 ⇒ (8) + 4 + (2, 4) = 18 defeated
    fireblade dc 8: 1d10 + 4 ⇒ (7) + 4 = 11 recharged

    discard teamster to explore

    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.

    BYA arue summons and evades giant cockroach

    no spell to play, use BoDeskari which adds 2 dice+1
    Giant Cockroach DC 8 combat: 3d6 + 1 ⇒ (2, 5, 5) + 1 = 13 defeated

    use cure on self
    cure self: 1d4 + 1 ⇒ (4) + 1 = 5
    cure recharge: 1d10 + 4 ⇒ (4) + 4 = 8 recharged

    Shardra wrote:

    Hand: Frigid Blast1, Demon Hunter's Handbook, BoDeskari, Codex1, Kolo,

    Displayed:
    Deck: 12 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 [X]+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 Blast1
    Spoiler:
    Frigid Blast1
    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
    Codex1
    Spoiler:
    Codex1
    Traits: Book, Basic
    Powers: Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
    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
    BoDeskari
    Spoiler:
    BoDeskari
    Traits: Divine Deskari Corrupted Veteran
    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.

    Displayed descriptions:
    "

    TLDR
    top 2 cards of abyssal river banished.


    Turn 3: The hour is Blessing of Abraxas
    .
    .
    .
    .

    Free exploration: Bilious Bottle
    Displayed.
    Ugh

    Lets see if we get lucky and can close this location.

    Discard Blessing of Ascension to explore: Researcher
    Diplomacy 6: 1d12 + 3 ⇒ (7) + 3 = 10
    Success
    Acquired

    Discard Researcher to explore: Cave Viper
    BA 1 Poison damage: Caltrop bead
    Hand Crossbow
    Combat 8: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8
    Success
    Defeated

    Discard Blessing of Ascension to explore: Potion of Striding
    Intelligence 4: 1d6 ⇒ 1
    Failed
    Banished

    Ending my turn.

    Arueshalae wrote:

    Hand: Hand Crossbow, Magic Padded Armor, Demon Hunter's Handbook, Grave Tender, Arueshalae's Gift,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Abyssal River
    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, Blessing of Ascension 3, Blackwing Librarian, Corrosive Dagger +1, Giant Crossbow, Blessing of Ascension 2, Demonbane Light Crossbow +1, Blessing of Baphomet, Scale of Cloud Walking
    Recharged:
    Discard Pile: Blessing of Ascension 1, Caltrop Bead, Researcher, 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:
    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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    Bilious Bottle:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.


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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    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:
    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 4
    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.

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.

    Barrier 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:
    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:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    Spoiler:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 3
    Spoiler:
    Swordbreaker
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Veteran

    Check
    Strength
    Melee
    9

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

    Weapon 4
    Spoiler:
    Heavy Pick
    Weapon B

    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.

    Weapon 5
    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.

    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:
    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 3
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Fiery Glare
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 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:
    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:
    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.

    Armor 3
    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 4
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Sage's Journal
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    Powers
    Reveal this card to add 1d4 to your check to defeat a henchman or villain.

    Item 2
    Spoiler:
    Blood Periapt
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

    Item 3
    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 4
    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 5
    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.

    Random Allies:
    Ally 1
    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 2
    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 3
    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 4
    Spoiler:
    Warhorse
    Ally 2

    Traits
    Animal
    Mount
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

    Ally 5
    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 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 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 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 5
    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.

    Turn: 4 Thargrap/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Deskari

    Top Blessing:
    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 Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 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 2 (Turn 6 Emil)
    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 3 (Turn 7 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 8 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 5 (Turn 9 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 10 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 7 (Turn 11 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 12 Emil)
    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 9 (Turn 13 Linxia)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 14 Shardra)
    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 11 (Turn 15 Arueshalae)
    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 12 (Turn 16 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 13 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 19 Linxia)
    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 16 (Turn 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 21 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 18 (Turn 22 Thargrap)
    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.

    Blessings Deck Card 19 (Turn 23 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 20 (Turn 24 Emil)
    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 21 (Turn 25 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 22 (Turn 26 Shardra)
    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 27 Arueshalae)
    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 24 (Turn 28 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 25 (Turn 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Arue, Shardra
    Notes: Billious Bottle displayed (First explore/turn effect)

    Abyssal River Card 1:
    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 2:
    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.

    Abyssal River Card 3:
    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.

    Abyssal River Card 4:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random 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

    Collapsing Bridge
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1

    Collapsing Bridge 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.

    Collapsing Bridge Card 2:
    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.

    Collapsing Bridge Card 3:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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.

    Collapsing Bridge Card 6:
    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.

    Collapsing Bridge Card 7:
    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.

    Collapsing Bridge 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.

    Collapsing Bridge Card 9:
    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.

    Collapsing Bridge Card 10:
    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.

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

    Citadel Card 1:
    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.

    Citadel Card 2:
    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.

    Citadel Card 3:
    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.

    Citadel Card 4:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Citadel Card 5:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Citadel Card 6:
    Scythe
    Weapon B

    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.

    Citadel Card 7:
    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.

    Citadel Card 8:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 9:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Citadel Card 10:
    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.

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 5:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 6:
    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.

    Cell Card 7:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 8:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 9:
    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.

    Cell Card 10:
    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.

    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
    Located here: Thargrap, Emil, Linxia,

    Befouled Altar Card 1:
    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 2:
    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 Card 3:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Befouled Altar Card 4:
    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.

    Befouled Altar Card 5:
    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.

    Befouled Altar Card 6:
    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.

    Befouled Altar Card 7:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Befouled Altar Card 8:
    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.

    Befouled Altar Card 9:
    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.

    Befouled Altar Card 10:
    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.

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Maze Card 1:
    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.

    Maze Card 2:
    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.

    Maze Card 3:
    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.

    Maze Card 4:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze 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.

    Maze Card 6:
    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.


  • Hour is Deskari.

    Thargrap explores the Befouled Altar to find a Blessing of Ascension. I think I'll request Aruey's gift on Charisma.
    Charisma 6: 1d8 + 1d4 ⇒ (2) + (1) = 3 Nope.

    Discard my BoAscension to explore again. Researcher.
    Charisma 6: 1d8 + 1d4 ⇒ (4) + (2) = 6 Got that one.

    Researcher to explore once more. A Giant Bat! Can't make the Wisdom 9, so it's a 13. I'll bury a blessing from discards to add 1d6.
    Combat 13: 1d10 + 3 + 1d6 + 2 + 1d6 ⇒ (8) + 3 + (6) + 2 + (6) = 25 Very defeated and buried.

    To close, a Cultist of Baphomet. BA doesn't happen. Bury another blessing for 1d6.
    Combat 11: 1d10 + 3 + 1d6 + 2 + 1d6 ⇒ (1) + 3 + (4) + 2 + (3) = 13 Befouled Altar closed. No blessings left in discards to bury.

    "

    Thargrap wrote:

    Hand: Frigid Blast, Hungering Staff, Scale of Resistance, Glibness,

    Displayed: Blood God Nulgreth,
    Deck: 10 Discard: 1 Buried: 3
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Toughness, Lann, Blood Periapt, Blackwing Librarian, Fiery Glare, Magic Scale Mail, Blessing of Shax, Blessing of Shax 2, Glaive +1, Blessing of Baphomet
    Recharged:
    Discard Pile: Researcher,
    Buried Pile: Blessing of Ascension, Giant Bat (1), Blessing of Ascension 2,

    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.

    Move to Collapsing Bridge.

    Explore: Man-Eating Aurochs
    Reveal Enchanted Fang for Padrig, cast Enchanted Fang for +d4
    Combat 11: 2d10 + 1d4 ⇒ (8, 1) + (2) = 11 Defeated, drawn.
    Recharge Enchanted Fang Arcane 7: 1d12 + 3 ⇒ (7) + 3 = 10 Recharged.

    Discard Vulture to explore: Wolverine Banished.

    Discard Apprentice to explore: Giant Bat
    Fail BA.
    Reveal Man-Eating Aurochs for Padrig, reveal Sage's Journal for +d4, discard Blessing of Ascension to bless, banish Man-Eating Aurochs for +d4
    Combat 10+3=13: 2d10 + 1d4 + 1d10 + 1d4 ⇒ (2, 1) + (4) + (9) + (1) = 17 Defeated, drawn.

    Close: 4 Combat damage. Bury Elven Chain Shirt to block. Closed.
    Draw all the boons: Kimroth Otai, Bat, Black Dagger Chemist, Blackwing Librarian.

    Recharge Kimroth Otai and Bat to draw: Blessing of Abraxas

    Draw up to 6.

    Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +1
    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, Sage's Journal, Black Dagger Chemist, Blackwing Librarian, Blessing of Abraxas, Giant Bat
    Displayed: Padrig
    Deck: 11 Discard: 3 Buried: 1
    Hero Points: 0 Shirt Reroll Available (1-D):
    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.

    Blessing of Abraxas:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Checks
    Arcane
    7
    OR
    Divine
    5

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

    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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    Bilious Bottle:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.


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

    Random Monsters:
    Monster 1
    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 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:
    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 4
    Spoiler:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Barrier 3
    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.

    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 Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 2
    Spoiler:
    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:
    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:
    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.

    Weapon 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Force Missile
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 2
    Spoiler:
    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 3
    Spoiler:
    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.

    Spell 4
    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 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
    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.

    Armor 2
    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 3
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 4
    Spoiler:
    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 5
    Spoiler:
    Bone Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    Craft
    8

    Powers
    Recharge this card to reduce Acid 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.

    Random Items:
    Item 1
    Spoiler:
    Sage's Journal
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    Powers
    Reveal this card to add 1d4 to your check to defeat a henchman or villain.

    Item 2
    Spoiler:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

    Powers
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

    Item 3
    Spoiler:
    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 4
    Spoiler:
    Silver Raven Figurine
    Item B

    Traits
    Object
    Magic
    Elite

    Check
    Intelligence
    Arcane
    Craft
    7

    Powers
    Recharge this card to give 1 weapon, armor, or item to another character.
    Recharge this card to allow another character to give 1 weapon, armor, or item to you.
    You are allowed to play this card when a character encounters a card.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Ally 2
    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 3
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 4
    Spoiler:
    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 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 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 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 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.

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 6 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Sarenrae

    Top Blessing:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 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 2 (Turn 8 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 9 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 4 (Turn 10 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 11 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 12 Emil)
    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 7 (Turn 13 Linxia)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 14 Shardra)
    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 9 (Turn 15 Arueshalae)
    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 10 (Turn 16 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 11 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 19 Linxia)
    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 14 (Turn 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 21 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 22 Thargrap)
    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.

    Blessings Deck Card 17 (Turn 23 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 18 (Turn 24 Emil)
    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 19 (Turn 25 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 20 (Turn 26 Shardra)
    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 27 Arueshalae)
    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 22 (Turn 28 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 23 (Turn 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Arue, Shardra
    Notes: Billious Bottle displayed (First explore/turn effect)

    Abyssal River Card 1:
    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 2:
    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.

    Abyssal River Card 3:
    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.

    Abyssal River Card 4:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Collapsing Bridge
    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

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

    Citadel Card 1:
    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.

    Citadel Card 2:
    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.

    Citadel Card 3:
    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.

    Citadel Card 4:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Citadel Card 5:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Citadel Card 6:
    Scythe
    Weapon B

    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.

    Citadel Card 7:
    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.

    Citadel Card 8:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 9:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Citadel Card 10:
    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.

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 5:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 6:
    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.

    Cell Card 7:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 8:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 9:
    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.

    Cell Card 10:
    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.

    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
    Located here: Thargrap, Emil, Linxia,

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Maze Card 1:
    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.

    Maze Card 2:
    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.

    Maze Card 3:
    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.

    Maze Card 4:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze 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.

    Maze Card 6:
    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.


  • Emil's Deck Handler

    The hour of Sarenrae
    Move to Citadel.

    Explore:

    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.

    No other local characters for 1st BA. Discard Stalking Armor for 2nd BA Acid damage.
    Reveal Force Shortbow.
    Combat 6(10): 1d10 + 3 + 1d6 + 1 ⇒ (8) + 3 + (2) + 1 = 14 defeated & banished

    Discard BoAscension to explore:

    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.

    Auto-fail and banish.

    End turn & reset.

    Emil wrote:

    Hand: Force Shortbow +1, Scale of Disguise, Manual of War, Abyssal Traveller's Kit, Recruit,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Citadel
    Hero Points (Available): 0
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard to add 1d4 to a combat check.
    L&D - Abyssal Traveller's Kit

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Composite Bow, Blessing of Ascension, Blessing of Ascension 3, Caravan Guard, Blessing of Ascension 4, Frilled Lizard, Blessing of Baphomet, Corrosive Dagger +1, Heavy Crossbow
    Recharged:
    Discard Pile: Stalking Armor, Blessing of Ascension 2,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you encounter a card, a character at your location may discard card; if she does, evade your encounter.
    You may discard a card to add 1d4 (☐ +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.


    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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    Bilious Bottle:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.


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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    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:
    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 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:
    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:
    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 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:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    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 2
    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 3
    Spoiler:
    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.

    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:
    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:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 2
    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 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:
    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 5
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    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.

    Armor 2
    Spoiler:
    Hide Armor
    Armor C

    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 3
    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 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:
    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:
    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:
    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:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Item 4
    Spoiler:
    Blood Periapt
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

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

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    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 3
    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 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:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of 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 2
    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 3
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 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 Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Turn: 7 Linxia/Eliandra

    Top of Blessing Discard Pile: Blessing of Iomedae

    Top Blessing:
    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 Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 9 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 10 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 11 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 12 Emil)
    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 6 (Turn 13 Linxia)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 14 Shardra)
    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 15 Arueshalae)
    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 16 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 10 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 19 Linxia)
    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 13 (Turn 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 21 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 15 (Turn 22 Thargrap)
    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.

    Blessings Deck Card 16 (Turn 23 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 17 (Turn 24 Emil)
    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 25 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 19 (Turn 26 Shardra)
    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 20 (Turn 27 Arueshalae)
    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 21 (Turn 28 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 22 (Turn 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Arue, Shardra
    Notes: Billious Bottle displayed (First explore/turn effect)

    Abyssal River Card 1:
    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 2:
    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.

    Abyssal River Card 3:
    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.

    Abyssal River Card 4:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Collapsing Bridge
    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

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

    Citadel Card 1:
    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.

    Citadel Card 2:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Citadel Card 3:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Citadel Card 4:
    Scythe
    Weapon B

    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.

    Citadel Card 5:
    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.

    Citadel Card 6:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 7:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Citadel Card 8:
    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.

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 5:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 6:
    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.

    Cell Card 7:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 8:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 9:
    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.

    Cell Card 10:
    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.

    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
    Located here: Thargrap, Linxia,

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Maze Card 1:
    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.

    Maze Card 2:
    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.

    Maze Card 3:
    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.

    Maze Card 4:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze 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.

    Maze Card 6:
    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.


  • Emil's Deck Handler

    Retcon: Emil will discard Abbysal Traveller's Kit to evade the BA Giant Maggot Swarm.

    Emil wrote:

    Hand: Force Shortbow +1, Heavy Crossbow, Scale of Disguise, Manual of War, Recruit,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Citadel
    Hero Points (Available): 0
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard to add 1d4 to a combat check.
    L&D -

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension, Blessing of Ascension 4, Composite Bow, Caravan Guard, Frilled Lizard, Corrosive Dagger +1, Blessing of Ascension 3, Blessing of Baphomet
    Recharged:
    Discard Pile: Stalking Armor, Blessing of Ascension 2, Abyssal Traveller's Kit,
    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 Citadel and explores. Wooden Shield.

    Con 4: 1d6 ⇒ 5

    Get it. Discard it and Corroded Helm and be done.

    Hand: Steel Shield, Blessing of the Ascension B, Scythe, Sages Journal
    Deck: 9 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

    Move to citadel and explore

    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.


    Wooden Shield DC 4 con: 1d10 + 2 ⇒ (6) + 2 = 8 acquired

    EOT
    n/a

    RESET
    discard wooden shield

    Shardra wrote:

    Hand: Frigid Blast1, Demon Hunter's Handbook, BoDeskari, Codex1, Kolo,

    Displayed:
    Deck: 12 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 [X]+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 Blast1
    Spoiler:
    Frigid Blast1
    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
    Codex1
    Spoiler:
    Codex1
    Traits: Book, Basic
    Powers: Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
    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
    BoDeskari
    Spoiler:
    BoDeskari
    Traits: Divine Deskari Corrupted Veteran
    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.

    Displayed descriptions:
    "


    Dwarf Shaman | Deck Handler

    explored wrong card.

    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.

    Animal lTamer DC 9 wisdom: 1d10 + 1 ⇒ (5) + 1 = 6 banished

    hand unchanged


    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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    Bilious Bottle:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 2
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

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

    Monster 3
    Spoiler:
    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:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Monster 5
    Spoiler:
    Mad Knight
    Monster 1

    Traits
    Human
    Cavalier
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of the check to defeat is increased by the scenario's adventure deck number.
    Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
    If defeated, draw a random blessing that has the Corrupted trait from the box.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Barrier 3
    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 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:
    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.

    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:
    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:
    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 4
    Spoiler:
    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.

    Weapon 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Fiery Glare
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    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 3
    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 4
    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 5
    Spoiler:
    Force Missile
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Force
    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.

    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:
    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.

    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:
    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.

    Armor 5
    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.

    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:
    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 3
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 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:
    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.

    Random Allies:
    Ally 1
    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.

    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:
    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 4
    Spoiler:
    Frog
    Ally C

    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:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of 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 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 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 4
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 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: 9 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Thargrap)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 11 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 12 Emil)
    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 13 Linxia)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 14 Shardra)
    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 15 Arueshalae)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 16 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 8 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 19 Linxia)
    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 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 21 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 13 (Turn 22 Thargrap)
    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.

    Blessings Deck Card 14 (Turn 23 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 15 (Turn 24 Emil)
    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 25 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 17 (Turn 26 Shardra)
    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 18 (Turn 27 Arueshalae)
    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 19 (Turn 28 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 20 (Turn 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Arue,
    Notes: Billious Bottle displayed (First explore/turn effect)

    Abyssal River Card 1:
    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 2:
    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.

    Abyssal River Card 3:
    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.

    Abyssal River Card 4:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Collapsing Bridge
    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

    Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M:1 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Thargrap, Linxia, Emil, Shardra

    Citadel Card 1:
    Quadnys Orlun
    Ally 1

    Traits
    Human
    Wizard

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

    Citadel Card 2:
    Scythe
    Weapon B

    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.

    Citadel 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.

    Citadel Card 4:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 5:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Citadel Card 6:
    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.

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 5:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 6:
    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.

    Cell Card 7:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 8:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 9:
    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.

    Cell Card 10:
    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.

    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

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Maze Card 1:
    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.

    Maze Card 2:
    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.

    Maze Card 3:
    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.

    Maze Card 4:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze 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.

    Maze Card 6:
    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.


  • Turn 9: The hour is Blessing of Ascension
    .
    .
    .
    .

    Keep gift on Thargrap

    Free exploration: Blessing of Ascension
    Bilious Bottle: 1d4 ⇒ 1
    Poison damage: 1d4 + 1 ⇒ (4) + 1 = 5
    Bury Magic Padded Armor
    Charisma 6: 1d12 + 3 ⇒ (2) + 3 = 5
    Failed
    Banished

    Discard Grave Tender to explore: Exposed Identity
    Thargrap, Linxia, Emil, Shardra, and I all summon and encounter Relentless Inquisitor. Everyone that fails cost us an hour.

    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.


    No corrupted cards
    Charisma 6: 1d12 + 3 ⇒ (10) + 3 = 13
    Success
    Defeated
    I draw a card: Blackwing Librarian

    Discard Blackwing Librarian to explore: Burst Bonds
    Fail
    Banish

    Ending my turn.

    Arueshalae wrote:

    Hand: Hand Crossbow, Giant Crossbow, Archer's Bracers, Demon Hunter's Handbook, Scale of Cloud Walking,

    Displayed: Arueshalae's Gift,
    Deck: 5 Discard: 6 Buried: 1
    Current Location: Abyssal River
    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, Corrosive Dagger +1, Blessing of Ascension 2, Blessing of Baphomet, Demonbane Light Crossbow +1
    Recharged:
    Discard Pile: Blessing of Ascension 1, Caltrop Bead, Researcher, Blessing of Ascension 4, Grave Tender, Blackwing Librarian,
    Buried Pile: Magic Padded Armor,

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

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

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


    Emil's Deck Handler

    Off turn: Discard Heavy Crossbow to evade Relentless Inquisitor.

    Emil wrote:

    Hand: Force Shortbow +1, Scale of Disguise, Manual of War, Recruit,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Citadel
    Hero Points (Available): 0
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard to add 1d4 to a combat check.
    L&D -

    Silver Crusade

    Relentless Inquisitor:

    Diplomacy 6: 1d8 + 1d4 + 3 ⇒ (7) + (4) + 3 = 14

    He (she? They?) wants to be my best friend.


    BA, I take 1 Fire damage for the Hungering Staff. I'll recharge my Scale of Resistance to reduce that to 0.

    Casting Glibness on myself.
    Charisma 6: 1d8 + 3 ⇒ (8) + 3 = 11 Success.

    recharge Glibness: 1d8 + 2 + 3 ⇒ (8) + 2 + 3 = 13 Recharged.

    Thargrap explores the Citadel, finding Quadnys.
    Arcane 6: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired.

    Discard him to explore, Scythe.
    Melee 9: 1d10 + 3 ⇒ (6) + 3 = 9 Acquired.

    "

    Thargrap wrote:

    Hand: Frigid Blast, Hungering Staff, Scythe, Blessing of Shax,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Scale Mail, Blackwing Librarian, Blessing of Baphomet, Blood Periapt, Lann, Fiery Glare, Glaive +1, Toughness, Blessing of Shax 2
    Recharged: Scale of Resistance, Glibness, Quadnys Orlun,
    Discard Pile: Researcher,
    Buried Pile: Blessing of Ascension, Giant Bat (1), Blessing of Ascension 2,

    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

    Move to Cell.

    Explore: Shortbow Banished.

    Discard Black Dagger Chemist to explore: Mandragora
    Reveal Giant Bat for Padrig, cast Enchanted Fang
    Combat 11: 2d10 + 1 + 1d4 ⇒ (7, 3) + 1 + (4) = 15 Defeated, drawn.
    Recharge Enchanted Fang Arcane 7: 1d12 + 3 ⇒ (4) + 3 = 7 Recharged.

    Discard Blessing of Abraxas to explore: Mongrel Ranger
    BA Ranged Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2 Discard Sage's Journal and Mandragora.
    Random monster: Ghoul, DC 11
    Reveal Giant Bat for Padrig, banish Giant Bat for +d4+1
    Combat 11: 2d10 + 1 + 1d4 + 1 ⇒ (5, 3) + 1 + (4) + 1 = 14 Defeated, drawn.

    Draw up to 6.

    Balazar wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d8
    Knowledge +2
    WISDOM d6
    CHARISMA d12 +1
    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, Glibness, Mist Horn, Animated Skeleton, Blackwing Librarian, Blessing of Shax, Mongrel Ranger
    Displayed: Padrig
    Deck: 7 Discard: 7 Buried: 1
    Hero Points: 0 Shirt Reroll Available (1-D):
    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.

    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.

    Mist Horn:
    Mist Horn
    Item 1

    Traits
    Object
    Magic

    Checks
    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.

    Blessing of Shax:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Checks
    Combat
    9
    OR
    Divine
    5

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

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

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


    During This Adventure: Adventure 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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    Bilious Bottle:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.


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

    Random Monsters:
    Monster 1
    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.

    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:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 4
    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 5
    Spoiler:
    Mad Knight
    Monster 1

    Traits
    Human
    Cavalier
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of the check to defeat is increased by the scenario's adventure deck number.
    Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
    If defeated, draw a random blessing that has the Corrupted trait from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    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 3
    Spoiler:
    Crazed Cultists
    Barrier 1

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None
    0

    Powers
    Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
    After you act, banish this barrier.

    Barrier 4
    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 5
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

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

    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:
    Fear
    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:
    Spiked Chain +1
    Weapon 1

    Traits
    Chain
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    9

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

    Weapon 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:
    Heavy Pick
    Weapon B

    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.

    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:
    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:
    Brand of Hobbling
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    When you would bury or banish a monster from your hand or discard a spell for its power, discard this card to recharge that card instead. You may play this card even if you played another spell on this 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 6 check to recharge this card instead of discarding it.

    Spell 4
    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 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:
    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:
    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 3
    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 4
    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 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:
    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.

    Item 2
    Spoiler:
    Almanac
    Item 1

    Traits
    Book
    Elite

    Check
    Intelligence
    Knowledge
    7

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

    Item 3
    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 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:
    Spellguard Bracers
    Item B

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    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:
    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.

    Ally 3
    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 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:
    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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 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.

    Turn: 12 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    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 Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Linxia)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 14 Shardra)
    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 3 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 16 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 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 19 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 21 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 22 Thargrap)
    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.

    Blessings Deck Card 11 (Turn 23 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 12 (Turn 24 Emil)
    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 13 (Turn 25 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 26 Shardra)
    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 15 (Turn 27 Arueshalae)
    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 16 (Turn 28 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 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Arue,
    Notes: Billious Bottle displayed (First explore/turn effect)

    Abyssal River Card 1:
    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.

    Abyssal River Card 2:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Collapsing Bridge
    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

    Citadel
    At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
    When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
    When Permanently Closed: On closing, end your turn.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Thargrap, Linxia, Emil, Shardra

    Citadel 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.

    Citadel Card 2:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Citadel Card 3:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

    Powers
    When you encounter this card, you automatically acquire it; shuffle it into a random character's deck.
    Recharge this card to explore your location. If you encounter a monster, shuffle this card into a random open location instead of recharging it.
    When a card would banish this card from your hand, bury this card instead.

    Citadel Card 4:
    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.

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1
    Located here: Balazar

    Cell Card 1:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 2:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 3:
    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.

    Cell Card 4:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 5:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 6:
    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.

    Cell 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.

    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

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Maze Card 1:
    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.

    Maze Card 2:
    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.

    Maze Card 3:
    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.

    Maze Card 4:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze 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.

    Maze Card 6:
    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.


  • Emil's Deck Handler

    The hour of Abadar
    Move to Maze.

    Explore:

    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.

    Fortitude 4: 1d8 + 1 ⇒ (6) + 1 = 7 acquired

    Discard Recruit to explore:

    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.

    Recharge Scale of Disguise to add 1. Balazar discards BoShax to bless.
    Dexterity 8+#=9: 2d10 + 2 ⇒ (5, 1) + 2 = 8 failed
    Combat damage: 1d4 + 1 ⇒ (3) + 1 = 4 Banish Scale Mail to reduce to 0
    Barrier forces end of turn. Discard Manual of War. Reset hand.

    Emil wrote:

    Hand: Force Shortbow +1, Frilled Lizard, Caravan Guard, Blessing of Ascension 3, Blessing of Ascension 4,

    Displayed:
    Deck: 5 Discard: 6 Buried: 0
    Current Location: Citadel
    Hero Points (Available): 0
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard to add 1d4 to a combat check.
    L&D - Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Composite Bow, Blessing of Ascension, Corrosive Dagger +1, Blessing of Baphomet
    Recharged: Scale of Disguise,
    Discard Pile: Stalking Armor, Blessing of Ascension 2, Abyssal Traveller's Kit, Heavy Crossbow, Recruit, Manual of War,
    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! Ghoul Hide. Can’t get it, and I think we’ve established that no one wants it. BotA to go again. Giant Bat. Fail BYA.

    Combat 13: 2d10 + 1d4 + 3 ⇒ (2, 9) + (1) + 3 = 15

    Defeated. Combat check to close.

    Combat 11: 2d10 + 3 ⇒ (10, 4) + 3 = 17

    Citadel closed. Must end my turn.

    Hand: Steel Shield, Eagle Knight Dress Uniform, Scythe, Sages Journal
    Deck: 8 Discard: 5 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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    Bilious Bottle:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.


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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

    Monster 3
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    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:
    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.

    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:
    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 3
    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 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:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 3
    Spoiler:
    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 4
    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 5
    Spoiler:
    Longspear
    Weapon B

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

    Random Spells:
    Spell 1
    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 2
    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 3
    Spoiler:
    Force Missile
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Force
    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 4
    Spoiler:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    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.

    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:
    Ghoul Hide
    Armor 1

    Traits
    Light Armor
    Magic
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    Craft
    7

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

    Armor 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:
    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:
    Blood Periapt
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

    Item 3
    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.

    Item 4
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    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 2
    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 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:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 5
    Spoiler:
    Mongrel Archer
    Ally 1

    Traits
    Mongrel
    Elite

    Check
    Charisma
    Diplomacy
    0

    Powers
    The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
    Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, you damage you are dealt is increased by 1d6.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    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.

    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 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 Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 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: 14 Shardra/Redeux

    Top of Blessing Discard Pile: Blessing of Deskari

    Top Blessing:
    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 Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Arueshalae)
    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 16 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 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 19 Linxia)
    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 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 21 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 22 Thargrap)
    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.

    Blessings Deck Card 9 (Turn 23 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 10 (Turn 24 Emil)
    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 11 (Turn 25 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 26 Shardra)
    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 27 Arueshalae)
    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 14 (Turn 28 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 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Arue,
    Notes: Billious Bottle displayed (First explore/turn effect)

    Abyssal River Card 1:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Collapsing Bridge
    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

    Citadel
    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, Shardra

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1
    Located here: Balazar

    Cell Card 1:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.

    Cell Card 2:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 3:
    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.

    Cell Card 4:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 5:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 6:
    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.

    Cell 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.

    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

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Emil,
    Notes: Spiked Pit Trap

    Maze Card 1:
    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.

    Maze 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.

    Maze Card 3:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze Card 4:
    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.

    Maze Card 5:
    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.


  • Dwarf Shaman | Deck Handler

    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.

    BYA take 1 fire damage, which i discard codex1

    bless with BoDeskari
    DC 6 cha: 2d6 ⇒ (4, 4) = 8 defeated

    flip hour to my turn
    Move to Cell

    explore

    Magic Shield:

    Armor B
    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 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.


    Magic Shield DC 6 con: 1d10 + 2 ⇒ (4) + 2 = 6 acquired

    EOT
    n/a

    RESET

    Shardra wrote:

    Hand: Frigid Blast1, Demon Hunter's Handbook, Magic Shield (Acq), Fireblade2, Kolo,

    Displayed:
    Deck: 12 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 [X]+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 Blast1
    Spoiler:
    Frigid Blast1
    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
    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
    Magic Shield (Acq)
    Spoiler:
    Magic Shield (Acq)
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Displayed descriptions:
    "

    TLDR
    cell 1 acquired


    Turn 15: The hour is Blessing of Sarenrae
    .
    .
    .
    .

    I'm unable to close the Abyssal River at this point, as I lack a divine card.

    So, Arueshalae heads to the Maze.

    Free exploration: Giant Cockroach
    BA: Emil gets to summon and encounter a Giant Cockroach.
    Giant Crossbow, Archer's Bracers
    Combat 8: 1d8 + 3 + 1d10 + 2 ⇒ (5) + 3 + (2) + 2 = 12
    Success
    Defeated

    Ending my turn.
    Recharge Scale of Cloudwalking to move
    Fail Knowledge 6 check
    Return to Maze.

    Reset my hand.

    Arueshalae wrote:

    Hand: Hand Crossbow, Giant Crossbow, Archer's Bracers, Demon Hunter's Handbook, Blessing of Baphomet,

    Displayed: Arueshalae's Gift,
    Deck: 5 Discard: 6 Buried: 1
    Current Location: Maze
    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): Corrosive Dagger +1, Blessing of Ascension 3, Blessing of Ascension 2, Demonbane Light Crossbow +1
    Recharged: Scale of Cloud Walking,
    Discard Pile: Blessing of Ascension 1, Caltrop Bead, Researcher, Blessing of Ascension 4, Grave Tender, Blackwing Librarian,
    Buried Pile: Magic Padded Armor,

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

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

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


    During This Adventure: Adventure 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-D: They Always Forget the Sewers

    STORY BANES:

  • Villain: Hosilla
  • Henchmen: Giant Bats

    DURING THIS SCENARIO:

  • When you defeat and corner the villain Hosilla, banish her and summon and build the location Abyssal Rift, then put the barrier Demonic Horde (removed) on the bottom of its location deck.
  • At the start of your turn, if you are at the Abyssal Rift, you may attempt an Arcane or Divine check equal to 4 plus the number of remaining cards in its location deck. If you succeed, flip its location card; otherwise, you are dealt 1 Fire damage.
  • When you would encounter the Demonic Horde, each character summons and encounters the henchman Fiendish Minotaur instead. The barrier is defeated only when all summoned Fiendish Minotaurs are defeated, and evaded otherwise.
  • To win the scenario, defeat the Demonic Horde.
    Bilious Bottle:
    Bilious Bottle
    Barrier 1

    Traits
    Trap
    Poison
    Elite

    Check
    None
    0

    Powers
    Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
    1. You are dealt 1d4+1 Poison damage.
    2. You are dealt 1d4+1 Fire damage.
    3. Bury the top card of your deck.
    4. Discard a card and banish this barrier.


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

    Random Monsters:
    Monster 1
    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 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:
    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 4
    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 Swarm still counts as defeated.

    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:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 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 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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    Weapon 2
    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 3
    Spoiler:
    Force Shortbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

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

    Weapon 4
    Spoiler:
    Cold Iron Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

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

    Weapon 5
    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.

    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:
    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 3
    Spoiler:
    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.

    Spell 4
    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 5
    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.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 3
    Spoiler:
    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 4
    Spoiler:
    Ghoul Hide
    Armor 1

    Traits
    Light Armor
    Magic
    Corrupted
    Elite

    Check
    Constitution
    Fortitude
    Craft
    7

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

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    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.

    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:
    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:
    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:
    Sage's Journal
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    Powers
    Reveal this card to add 1d4 to your check to defeat a henchman or villain.

    Random Allies:
    Ally 1
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 2
    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.

    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:
    Frog
    Ally C

    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:
    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 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.

    Blessing 2
    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 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 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 5
    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.

    Turn: 16 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: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 18 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 19 Linxia)
    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 20 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 22 Thargrap)
    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.

    Blessings Deck Card 7 (Turn 23 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 8 (Turn 24 Emil)
    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 9 (Turn 25 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 10 (Turn 26 Shardra)
    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 11 (Turn 27 Arueshalae)
    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 12 (Turn 28 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 13 (Turn 29 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 30 Emil)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Billious Bottle displayed (First explore/turn effect)

    Abyssal River Card 1:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cavern
    At This Location: At the end of your turn, move to a random location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Collapsing Bridge
    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

    Citadel
    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,

    Cell
    At This Location: Succeed at a Strength or Disable 7 check to move.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, move and end your turn.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1
    Located here: Balazar, Shardra

    Cell Card 1:
    Giant Bat
    Henchman Monster 1

    Traits
    Animal

    Check
    Combat
    10

    Powers
    Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
    If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 2:
    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.

    Cell Card 3:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Cell Card 4:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Cell Card 5:
    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.

    Cell Card 6:
    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.

    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

    Maze
    At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, move each character at this location to a random other location.
    M:0 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Emil, Arue,
    Notes: Spiked Pit Trap

    Maze Card 1:
    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.

    Maze Card 2:
    Hosilla
    Villain Monster 1

    Traits
    Human
    Inquisitor

    Check
    Combat
    13

    Powers
    All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
    Before you act, Hosilla deals 1d4 Combat damage to a random character at your location.
    After you act, Hosilla deals 1 Combat damage to you.

    Maze Card 3:
    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.

    Maze Card 4:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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


  • Emil's Deck Handler

    Off turn: Force Shortbow a Giant Cockroach.
    Combat 8: 1d10 + 3 + 1d6 + 1 ⇒ (8) + 3 + (4) + 1 = 16 defeated


    Thargrap heads to the Cell and explores to find a Giant Bat.
    Fail the BA check. I throw my buried Giant Bat at this one.
    Combat 10+3=13: 1d10 + 3 + 1d6 + 2 + 1d4 + 1 ⇒ (9) + 3 + (5) + 2 + (2) + 1 = 22 Defeated. Unfortunately i have no ally to bury, so the location isn't closed.

    Blessing of Shax to explore again. A Raconteur. I have Aruey's gift, so I get 1d4.
    Charisma 5: 1d8 + 1d4 ⇒ (3) + (4) = 7 Acquired, actually.

    "

    Thargrap wrote:

    Hand: Frigid Blast, Hungering Staff, Scythe, Raconteur,

    Displayed: Blood God Nulgreth,
    Deck: 12 Discard: 2 Buried: 3
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Glaive +1, Blackwing Librarian, Fiery Glare, Lann, Magic Scale Mail, Blood Periapt, Blessing of Baphomet, Blessing of Shax 2, Toughness
    Recharged: Scale of Resistance, Glibness, Quadnys Orlun,
    Discard Pile: Researcher, Blessing of Shax,
    Buried Pile: Blessing of Ascension, Giant Bat (1), Blessing of Ascension 2,

    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.)

    "

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