[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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Silver Crusade

Linxia explores! Baleful Shadows. Stealing Sagacity from Balazar and blessing.

Divine 11: 2d6 + 4 ⇒ (2, 2) + 4 = 8

Sigh. Summoning a Wight. Bury Magic Shield for Cold damage.

Combat 10: 1d10 + 3d4 + 3 ⇒ (9) + (2, 4, 1) + 3 = 19

Defeated, but Baleful Shadows is not.

Hand: Recruit, Scythe, Acidic Whip +1, Sages Journal, Eagle Knight Dress Uniform
Deck: 9 Discard: 1 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d10 [x]+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 [x] 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

start at cell

Shardra wrote:

Hand: BoShelyn, Kolo, Petty Thief, Demon Hunter's Handbook, Cure, Frigid Blast1,

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 ([X] 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
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
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
Petty Thief
Spoiler:
Petty Thief
Traits: Human, Rogue, Elite
Powers: If you fail the check to acquire this card, discard an armor or an item.
Discard this card to examine the top card of your location deck. If it is a boon, banish it. If it is a bane, you may encounter it; add 1d6 to your checks to defeat it.
BoShelyn
Spoiler:
BoShelyn
Traits: Divine, Shelyn
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.

Displayed descriptions:
"

explore

Temptation of Arms: need more non-basics but going to banish since no way to reduce damage

discard Petty thief to explore: Bat. It is a boon and gets banished by petty thief.

Shardra wrote:

Hand: BoShelyn, Kolo, Demon Hunter's Handbook, Cure, Frigid Blast1,

Displayed:
Deck: 11 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 ([X] 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
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
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
BoShelyn
Spoiler:
BoShelyn
Traits: Divine, Shelyn
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.

Displayed descriptions:
"

TLDR
cell top 2 cards banished.


Turn 7: The hour is Blessing of Ascension
.
.
.
.

Move to Armory

Free exploration: Quarterstaff
Strength 3: 1d6 ⇒ 3
Success
Acquired
Draw: Demonbane Light Crossbow +1

Discard Kimroth Otai to explore: Scale Mail
Constitution 4: 1d6 + 1d4 ⇒ (2) + (1) = 3
Failed
Banished

End my turn
Recharge Scale of Cloudwalking to move to Cathedral of Chaos

Arueshalae wrote:

Hand: Giant Crossbow, Quarterstaff, Demonbane Light Crossbow +1, Magic Padded Armor, Demon Hunter's Handbook,

Displayed: Arueshalae's Gift,
Deck: 9 Discard: 2 Buried: 0
Current Location: Cathedral of Chaos
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 1, Grave Tender, Blessing of Baphomet, Hand Crossbow, Blessing of Ascension 3, Blessing of Ascension 2
Recharged: Corrosive Dagger +1, Scale of Cloud Walking,
Discard Pile: Blessing of Ascension 4, Kimroth Otai,
Buried Pile:

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

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

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


During This Adventure: Adventure 1: The Black Citadel

  • 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-E: That's How You Think with Portals

    STORY BANES:

  • Villain: Tancred Desimire
  • Henchmen: Ceustodaemon, Crusader Troops

    DURING THIS SCENARIO:

  • When setting up, put 6 henchmen Mongrel Traitor into a sacrifice stack next to the blessings deck. When you would banish a henchman from a location deck, put it in the sacrifice stack instead. When you are dealt damage, banish a card from the sacrifice stack.
  • For your combat check, you may banish at least one card from the sacrifice stack to conjure a servant; treat the number of banished cards minus one as your number of mythic charges while doing so.
  • Sacrifice stack: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mongrel Wizard
    Monster C

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

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

    Monster 2
    Spoiler:
    Cave Viper
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

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

    Monster 3
    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 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:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 2
    Spoiler:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 3
    Spoiler:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    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 5
    Spoiler:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

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

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

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

    Weapon 2
    Spoiler:
    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 3
    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.

    Weapon 4
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 5
    Spoiler:
    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:
    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:
    Dazzle
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 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:
    Detect Good
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If it is an ally or a blessing, and does not have the Corrupted trait, you may immediately encounter it.

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

    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:
    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 2
    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 3
    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 4
    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 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:
    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:
    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 3
    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 4
    Spoiler:
    Monkey's Paw
    Item C

    Traits
    Object
    Gambling
    Corrupted

    Check
    See Below
    0

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

    Item 5
    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.

    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:
    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:
    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 4
    Spoiler:
    Chief Sull
    Ally 1

    Traits
    Mongrel
    Aristocrat
    Elite

    Check
    Charisma
    Diplomacy
    0

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

    Ally 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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.

    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 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 4
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 8 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: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Balazar)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 10 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 11 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 12 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 13 Arueshalae)
    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 6 (Turn 14 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 15 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 16 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 17 Linxia)
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 18 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 11 (Turn 19 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 12 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 21 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 22 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 15 (Turn 23 Linxia)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 24 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 17 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 28 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 29 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 30 Shardra)
    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.

    Cathedral of Chaos
    At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead . Banish the boon you did not encounter.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
    M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1

    Cathedral of Chaos Card 1:
    Ceustodaemon
    Henchman Monster B

    Traits
    Outsider
    Fiend

    Check
    Combat
    12

    Powers
    The Ceustodaemon is immune to the Acid, Mental, and Poison traits. If evaded, shuffle this monster into a random open location deck.
    Before you act, the Ceustodaemon deals 1 Fire damage to you.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cathedral of Chaos Card 2:
    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.

    Cathedral of Chaos Card 3:
    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.

    Cathedral of Chaos Card 4:
    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.

    Cathedral of Chaos Card 5:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Cathedral of Chaos Card 6:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Cathedral of Chaos Card 7:
    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.

    Cathedral of Chaos Card 8:
    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.

    Cathedral of Chaos Card 9:
    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.

    Cathedral of Chaos Card 10:
    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.

    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

    Guardpost
    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

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

    Armory 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.

    Armory Card 2:
    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.

    Armory Card 3:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Armory Card 4:
    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.

    Armory Card 5:
    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.

    Armory Card 6:
    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.

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

    Torture Chamber Card 1:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Torture Chamber Card 2:
    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.

    Torture Chamber Card 3:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    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.

    Torture Chamber Card 7:
    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.

    Torture Chamber Card 8:
    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.

    Torture Chamber 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.

    Torture Chamber Card 10:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Occult Library
    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

    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:0 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
    Located here: Shardra

    Cell Card 1:
    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.

    Cell 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.

    Cell Card 3:
    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.

    Cell Card 4:
    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.

    Cell Card 5:
    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.

    Cell Card 6:
    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.

    Cell Card 7:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 8:
    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
    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
    Located here: Linxia
    Notes: Baleful Shadows

    Cavern Card 1:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

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

    Cavern Card 2:
    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.

    Cavern Card 3:
    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.

    Cavern Card 4:
    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.

    Cavern Card 5:
    Tancred Desimire
    Villain Monster B

    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Cavern Card 6:
    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 7:
    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.

    Cavern Card 8:
    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.

    Cavern Card 9:
    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.

    Cavern Card 10:
    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.


  • Thargrap heads to the Cathedral of Chaos.
    Explore to find a Ceustodaemon. 1 Fire damage, reduced by Scale of Resistance. Burying Blackwing Librarian to add 1d6.
    Combat 12: 1d10 + 3 + 1d6 + 2 + 1d6 ⇒ (7) + 3 + (4) + 2 + (2) = 18 Defeated. I'll banish my Glaive+1 to close, even though that's a little painful. I get a random Corrupted blessing, but none of the 5 random ones qualify. It's a blessing of Deskari.

    I'll banish the Blackwing Librarian to move to the Armory with the others.

    Using my new Blessing of Deskari to explore. Wooden Shield. Casting Toughness because why not?
    Fortitude 4: 1d8 + 2 + 3 ⇒ (5) + 2 + 3 = 10 Auto. I'll banish that to draw a card, which is Blessing of Ascension.

    Discard that blessing to explore. Magic Padded Armor. Another auto-acquire, I'll banish it to draw another card, which is Blessing of Shax.

    Discard that one to explore again, Crusader Troop! Burying a blessing on the first check, burying one on the second check, and requesting Aruey's gift on Strength.
    Melee 8+2=10: 1d10 + 3 + 1d6 + 1d4 + 1 ⇒ (8) + 3 + (5) + (3) + 1 = 20
    Combat 10+2=12: 1d10 + 3 + 1d6 + 2 + 1d6 + 1d4 + 1 ⇒ (9) + 3 + (5) + 2 + (4) + (3) + 1 = 27 Defeated!

    To close, a new weapon, which is a Cold Iron Longsword, Melee 7.
    Melee 7: 1d10 + 3 + 1d4 + 1 ⇒ (5) + 3 + (4) + 1 = 13 Acquired and closed! THARGRP IS BEST!

    recharge Toughness: 1d8 + 2 ⇒ (7) + 2 = 9 Recharged.

    "

    Thargrap wrote:

    Hand: Hungering Staff, Cold Iron Longsword, Frigid Blast, Blessing of Baphomet,

    Displayed: Blood God Nulgreth,
    Deck: 6 Discard: 4 Buried: 2
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blood Periapt, Magic Scale Mail, Fiery Glare, Glibness
    Recharged: Scale of Resistance, Toughness,
    Discard Pile: Lann, Blessing of Deskari, Blessing of Shax, Blessing of Torag,
    Buried Pile: Blessing of Ascension, Blessing of Shax 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.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "


    Random 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.


    1 person marked this as a favorite.

    Recovered Sagacity Arcane 8: 1d12 + 3 ⇒ (5) + 3 = 8 Recharged.

    Hour: Shelyn

    Move to Torture Chamber.

    Explore: Poison Spiked Pit Trap
    Asking Thargrap for BoBaphoment, discard BoShax, cast Agility
    Dex 10+1=11: 1d6 + 2d6 + 1d6 + 3 ⇒ (6) + (1, 4) + (1) + 3 = 15 Defeated.

    Free explore from Trap: Pitborn Scoundrel
    BA damage, increased by d4: Combat damage: 1d4 - 1 + 1d4 ⇒ (4) - 1 + (4) = 7 Hand wipe.
    Sacrifice two monsters from the Sacrifice pile to conjure a Wrecker Demon (14)
    Combat 12: 14 = 14 Defeated.

    Draw up to 7.

    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 [X1] 7 ☐ 8
    Proficient with Light Armors
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead.
    You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☐ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

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

    Hand: Enchanted Fang, Glibness, Mist Horn, Animated Skeleton, Blessing of Abraxas, Blessing of Ascension, Blessing of Ascension
    Displayed: Agility, Padrig
    Deck: 3 Discard: 6 Buried: 0
    Hero Points: Shirt Reroll Available (1-E):
    Notes:
    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Glibness:
    Glibness
    Spell B

    Traits
    Arcane
    Divine
    Elite
    Magic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    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 Abraxas:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Checks
    Arcane
    7
    OR
    Divine
    5

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

    Blessing of 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 Ascension:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Checks
    Charisma
    6
    OR
    Divine
    5

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

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

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


    During This Adventure: Adventure 1: The Black Citadel

  • 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-E: That's How You Think with Portals

    STORY BANES:

  • Villain: Tancred Desimire
  • Henchmen: Ceustodaemon, Crusader Troops

    DURING THIS SCENARIO:

  • When setting up, put 6 henchmen Mongrel Traitor into a sacrifice stack next to the blessings deck. When you would banish a henchman from a location deck, put it in the sacrifice stack instead. When you are dealt damage, banish a card from the sacrifice stack.
  • For your combat check, you may banish at least one card from the sacrifice stack to conjure a servant; treat the number of banished cards minus one as your number of mythic charges while doing so.
  • Sacrifice stack: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

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

    Monster 3
    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 4
    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 5
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 3
    Spoiler:
    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 4
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Barrier 5
    Spoiler:
    Temptation of Attraction
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    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:
    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.

    Weapon 4
    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.

    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:
    Dazzle
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 2
    Spoiler:
    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:
    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 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 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.

    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:
    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 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:
    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:
    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 3
    Spoiler:
    Trapsmith Gloves
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Dexterity
    Disable
    7

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

    Item 4
    Spoiler:
    Wand of Paralyze
    Item B

    Traits
    Wand
    Attack
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Item 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:
    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:
    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 3
    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.

    Ally 4
    Spoiler:
    Apprentice
    Ally B

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Ally 5
    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.

    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 C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Iomedae
    Blessing 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 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 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.

    Turn: 10 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 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 12 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 13 Arueshalae)
    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 4 (Turn 14 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 15 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 16 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 17 Linxia)
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 18 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 19 Arueshalae)
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 21 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 22 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 23 Linxia)
    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 14 (Turn 24 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 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 26 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 17 (Turn 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 28 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 29 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 30 Shardra)
    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.

    Cathedral of Chaos
    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

    Guardpost
    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

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

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Balazar
    Notes:

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

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

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    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.

    Torture Chamber Card 7:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Torture Chamber Card 8:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Occult Library
    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

    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:0 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
    Located here: Shardra

    Cell Card 1:
    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.

    Cell 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.

    Cell Card 3:
    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.

    Cell Card 4:
    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.

    Cell Card 5:
    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.

    Cell Card 6:
    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.

    Cell Card 7:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 8:
    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
    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
    Located here: Linxia
    Notes: Baleful Shadows

    Cavern Card 1:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

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

    Cavern Card 2:
    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.

    Cavern Card 3:
    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.

    Cavern Card 4:
    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.

    Cavern Card 5:
    Tancred Desimire
    Villain Monster B

    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Cavern Card 6:
    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 7:
    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.

    Cavern Card 8:
    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.

    Cavern Card 9:
    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.

    Cavern Card 10:
    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.


  • Emil's Deck Handler

    The hour of Ascension
    Move to Cell.

    Explore:

    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.

    Charisma 6: 1d6 ⇒ 1 banished

    Discard Caravan Guard to 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.

    Charisma 6: 1d6 ⇒ 1 banished

    Discard BoBaphomet to explore:

    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.

    Reveal and discard Force Shortbow.
    Combat 13: 1d10 + 3 + 1d6 + 1 + 2d4 ⇒ (2) + 3 + (6) + 1 + (3, 3) = 18 defeated

    End turn & reset hand.

    Emil wrote:

    Hand: Composite Bow, Stalking Armor, Manual of War, Scale of Disguise, Frilled Lizard, Blessing of Ascension 2,

    Displayed:
    Deck: 5 Discard: 5 Buried: 0
    Current Location: Cell
    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 available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mongrel Archer, Blessing of Ascension 4, Blessing of Ascension 3, Abyssal Traveller's Kit, Corrosive Dagger +1
    Recharged:
    Discard Pile: Heavy Crossbow, Blessing of Baphomet, Caravan Guard, Blessing of Ascension, Force Shortbow +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

    Linxia explores! Stealing Abraxis from Balazar. Hour is not Corrupted.

    Divine 11: 3d6 + 1 ⇒ (5, 2, 1) + 1 = 9

    Sigh. Wight time. Bury Eagle Knight Dress Uniform for cold damage.

    Combat 10: 1d10 + 3d4 + 3 ⇒ (5) + (3, 3, 4) + 3 = 18

    Recruit to go again.

    Card: 1d10 ⇒ 6

    Warhorse that is really a Retainer. Can’t fail to get Retainer. Discard to go again.

    Card: 1d10 ⇒ 8

    Ranseur of the Gargoyle.

    Melee 10: 1d10 + 3 ⇒ (2) + 3 = 5

    Nope. Done.

    Hand: Blessing of the Ascension C, Scythe, Acidic Whip +1, Sages Journal, Cat o Nine Tails
    Deck: 7 Discard: 3 Buried: 2
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d10 [x]+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 [x] 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


    Discard BoAbraxis.


    Dwarf Shaman | Deck Handler

    explore

    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.

    Mendevian Crusader DC 9: 1d10 + 4 ⇒ (5) + 4 = 9 acquired

    discard crusader to 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.

    reveal kolo to add 3. 1d10+3+3. can't fail. acquired
    succeeded knowledge check. examine top 2 cards of my location (power feat)
    Cell3: Crocodile
    Cell4: Mercenary

    Discard researcher to explore

    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.

    use frigid blast, adds an extra d6
    Crocodile DC 13 combat: 1d10 + 4 + 2d4 + 1d6 ⇒ (4) + 4 + (1, 2) + (5) = 16 defeeated
    Frigid blast recharge: 1d10 + 4 ⇒ (10) + 4 = 14 recharged

    use cure on self
    heal: 1d4 + 1 ⇒ (3) + 1 = 4 whole discard
    recharge: 1d10 + 4 ⇒ (9) + 4 = 13 recharged

    Shardra wrote:

    Hand: BoShelyn, Kolo, Fireblade1, Demon Hunter's Handbook, Codex1,

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

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 []+1 []+2 []+3 []+4
    Fortitude: Con+2
    Intelligence d6 []+1 []+2
    Wisdom d10 [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 ([X] 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.
    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
    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
    BoShelyn
    Spoiler:
    BoShelyn
    Traits: Divine, Shelyn
    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.

    Displayed descriptions:
    "

    TLDR
    cell acquired cards 1-2 (allies)
    banished card 3 (Croc)
    examined card 4 (mercenary)


    Dwarf Shaman | Deck Handler

    I should've encountered Mercenary first.

    Combat check would've been the same (minus cold d6) and succeeded.
    spell recharged

    no additional explores but still cast cure on emil (4 cards healed)
    cure recharged.

    Shardra wrote:

    Hand: BoShelyn, Kolo, Fireblade1, Demon Hunter's Handbook, Codex1,

    Displayed:
    Deck: 11 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 ([X] 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.
    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
    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
    BoShelyn
    Spoiler:
    BoShelyn
    Traits: Divine, Shelyn
    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.

    Displayed descriptions:
    "

    so TLDR
    banished card 4
    emil healed 4


    During This Adventure: Adventure 1: The Black Citadel

  • 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-E: That's How You Think with Portals

    STORY BANES:

  • Villain: Tancred Desimire
  • Henchmen: Ceustodaemon, Crusader Troops

    DURING THIS SCENARIO:

  • When setting up, put 6 henchmen Mongrel Traitor into a sacrifice stack next to the blessings deck. When you would banish a henchman from a location deck, put it in the sacrifice stack instead. When you are dealt damage, banish a card from the sacrifice stack.
  • For your combat check, you may banish at least one card from the sacrifice stack to conjure a servant; treat the number of banished cards minus one as your number of mythic charges while doing so.
  • Sacrifice stack: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

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

    Monster 3
    Spoiler:
    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 4
    Spoiler:
    Vampire Spawn
    Monster B

    Traits
    Undead
    Elite

    Check
    Combat
    13

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

    Monster 5
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    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 2
    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 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:
    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:
    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.

    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:
    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 3
    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 4
    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 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 2
    Spoiler:
    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:
    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 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:
    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 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:
    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.

    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:
    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:
    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 3
    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 4
    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 5
    Spoiler:
    Potion of Beast Skin
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Random Allies:
    Ally 1
    Spoiler:
    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:
    Teamster
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Hungry Ghost Monk
    Ally 1

    Traits
    Human
    Monk

    Check
    Charisma
    Arcane
    7

    Powers
    On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.
    Discard this card to explore your location.

    Ally 4
    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 5
    Spoiler:
    Frilled Lizard
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

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

    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 Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Pulura
    Blessing 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 4
    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 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: 13 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Sarenrae

    Top Blessing:
    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 Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 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 15 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 16 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 17 Linxia)
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 18 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 6 (Turn 19 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 7 (Turn 20 Thargrap)
    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 8 (Turn 21 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 22 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 10 (Turn 23 Linxia)
    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 11 (Turn 24 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 12 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 26 Thargrap)
    Spoiler:
    Blessing of 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 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 28 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 29 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 30 Shardra)
    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.

    Cathedral of Chaos
    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

    Guardpost
    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

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

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Balazar
    Notes:

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

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

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Chamber Card 5:
    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.

    Torture Chamber Card 6:
    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.

    Torture Chamber Card 7:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Torture Chamber Card 8:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Occult Library
    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

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

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 4:
    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
    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:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Linxia
    Notes: Baleful Shadows

    Cavern Card 1:
    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.

    Cavern Card 2:
    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.

    Cavern Card 3:
    Tancred Desimire
    Villain Monster B

    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Cavern Card 4:
    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.

    Cavern Card 5:
    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.

    Cavern Card 6:
    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.

    Cavern Card 7:
    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.

    Cavern Card 8:
    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.


  • Turn 13: The hour is Blessing of Sarenrae
    .
    .
    .
    .

    Hand Thargrap Quarterstaff (he can banish it).

    Arueshalae heads over to the Torture Chamber.

    Free exploration: Carbuncle
    Automatically acquired.
    Turn Order At Top of Page: 1d6 ⇒ 5
    Shuffled into my deck.

    Ending my turn.

    Arueshalae wrote:

    Hand: Giant Crossbow, Archer's Bracers, Demonbane Light Crossbow +1, Magic Padded Armor, Demon Hunter's Handbook,

    Displayed: Arueshalae's Gift,
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Torture Chamber
    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 Baphomet, Grave Tender, Carbuncle, Blessing of Ascension 3, Hand Crossbow, Blessing of Ascension 2, Blessing of Ascension 1
    Recharged: Corrosive Dagger +1, Scale of Cloud Walking,
    Discard Pile: Blessing of Ascension 4, Kimroth Otai, Quarterstaff,
    Buried Pile:

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

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

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


    Thanks for the banish-fodder, Aruey!

    Thargrap heads over to the Caverns and explores to find some Craaaazy Cultists!
    Everyone at an open location has to fight a Cultist of Baphomet, unfortunately. I take 1 combat damage (Frigid Blast), no one else does. Burying then banishing that Quarterstaff to add 1d6+1d4.

    Combat 10+1=11: 1d10 + 3 + 1d6 + 1 + 1d6 + 1d4 ⇒ (2) + 3 + (4) + 1 + (1) + (4) = 15 Defeated.

    Will wait on others to defeat theirs, just so we know what we have available.


    Forgot to recover Agility:
    Arcane 8: 1d12 + 3 ⇒ (12) + 3 = 15 Recharged.

    Cultist:
    Reveal Enchanted Fang for Padrig, cast Enchanted Fang for +d4
    Combat 10+1=11: 2d10 + 1d4 ⇒ (7, 4) + (2) = 13 Defeated.
    Recover Enchanted Fang Arcane 7: 1d12 + 3 ⇒ (4) + 3 = 7 Recharged.

    Recharge Animated Skeleton to draw a monster: Zombie

    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 [X1] 7 ☐ 8
    Proficient with Light Armors
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead.
    You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☐ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

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

    Hand: Glibness, Mist Horn, Blessing of Ascension, Blessing of Ascension, Zombie
    Displayed: Padrig
    Deck: 6 Discard: 7 Buried: 0
    Hero Points: Shirt Reroll Available (1-E):
    Notes:
    Glibness:
    Glibness
    Spell B

    Traits
    Arcane
    Divine
    Elite
    Magic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    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 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 Ascension:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Checks
    Charisma
    6
    OR
    Divine
    5

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

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

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


    Arueshalae evades.

    Silver Crusade

    Cat o Nine Tails the Cultist!

    Combat 11: 1d10 + 4d4 + 3 ⇒ (9) + (4, 2, 2, 3) + 3 = 23

    Defeated.


    Dwarf Shaman | Deck Handler

    fireblade
    combat 11: 1d10 + 4 + 2d4 ⇒ (9) + 4 + (4, 1) = 18
    recharge: 1d10 + 4 ⇒ (1) + 4 = 5

    Shardra wrote:

    Hand: BoShelyn, Kolo, Demon Hunter's Handbook, Codex1,

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

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 []+1 []+2 []+3 []+4
    Fortitude: Con+2
    Intelligence d6 []+1 []+2
    Wisdom d10 [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 ([X] 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.
    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
    BoShelyn
    Spoiler:
    BoShelyn
    Traits: Divine, Shelyn
    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.

    Displayed descriptions:
    "


    Emil's Deck Handler

    Composite Bow a Cultist.
    Combat 10+#=11: 1d10 + 3 + 1d8 ⇒ (7) + 3 + (1) = 11 defeated

    Emil wrote:

    Hand: Composite Bow, Stalking Armor, Manual of War, Scale of Disguise, Frilled Lizard, Blessing of Ascension 2,

    Displayed:
    Deck: 5 Discard: 5 Buried: 0
    Current Location: Cell
    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 available


    Thargrap nods at all his allies who have defeated their cultists, though he shakes his head at Aruey for evading instead of killing.

    "

    Thargrap wrote:

    Hand: Hungering Staff, Cold Iron Longsword, Magic Scale Mail, Blessing of Baphomet,

    Displayed: Blood God Nulgreth,
    Deck: 5 Discard: 5 Buried: 2
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fiery Glare, Glibness, Blood Periapt
    Recharged: Scale of Resistance, Toughness,
    Discard Pile: Lann, Blessing of Deskari, Blessing of Shax, Blessing of Torag, Frigid Blast,
    Buried Pile: Blessing of Ascension, Blessing of Shax 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.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "


    Hour: Ascension.

    Explore: Giant Fly
    Reveal Zombie for Padrig, banish Zombie for +d4
    Combat 9: 2d10 + 1d4 ⇒ (5, 2) + (3) = 10 Defeated.
    Fly flies to 1d2 ⇒ 2 Cavern.

    Discard BoAscension to explore: Corrupted Crusaders
    Draw and display: Frog
    Balazar and Arue summon a Corrupted Solider.

    Corrupted Soldier:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

    Powers
    The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
    If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Display Glibness
    Charisma 6+2=8: 1d12 + 4 ⇒ (12) + 4 = 16 Defeated.
    Going to wait to see what Arue does.


    Arueshale evades.


    End turn there then.

    Recover Padrig Arcane 8: 1d12 + 6 ⇒ (4) + 6 = 10 Recharged.

    Draw up to 7.

    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 [X1] 7 ☐ 8
    Proficient with Light Armors
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead.
    You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☐ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

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

    Hand: Agility, Sagacity, Elven Chain Shirt, Mist Horn, Apprentice, Blessing of Ascension, Blessing of Ascension
    Displayed: Padrig
    Deck: 3 Discard: 7 Buried: 0
    Hero Points: Shirt Reroll Available (1-E):
    Notes:
    Agility:
    Agility
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Sagacity:
    Sagacity
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    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 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 Ascension:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Checks
    Charisma
    6
    OR
    Divine
    5

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

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

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


    During This Adventure: Adventure 1: The Black Citadel

  • 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-E: That's How You Think with Portals

    STORY BANES:

  • Villain: Tancred Desimire
  • Henchmen: Ceustodaemon, Crusader Troops

    DURING THIS SCENARIO:

  • When setting up, put 6 henchmen Mongrel Traitor into a sacrifice stack next to the blessings deck. When you would banish a henchman from a location deck, put it in the sacrifice stack instead. When you are dealt damage, banish a card from the sacrifice stack.
  • For your combat check, you may banish at least one card from the sacrifice stack to conjure a servant; treat the number of banished cards minus one as your number of mythic charges while doing so.
  • Sacrifice stack: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mandragora
    Monster 1

    Traits
    Plant

    Check
    Combat
    11

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

    Monster 2
    Spoiler:
    Cave Viper
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

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

    Monster 3
    Spoiler:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

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

    Monster 4
    Spoiler:
    Mad Knight
    Monster 1

    Traits
    Human
    Cavalier
    Veteran

    Check
    Combat
    13

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

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    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 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:
    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:
    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 2
    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 3
    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.

    Weapon 4
    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 5
    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.

    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:
    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 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:
    Detect Good
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn, discard this card to examine the top card of your location deck. If it is an ally or a blessing, and does not have the Corrupted trait, you may immediately encounter it.

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

    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:
    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:
    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:
    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 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:
    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:
    Shackles of Compliance
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Dexterity
    Disable
    5

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

    Item 2
    Spoiler:
    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:
    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:
    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:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Ally 2
    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 3
    Spoiler:
    Hungry Ghost Monk
    Ally 1

    Traits
    Human
    Monk

    Check
    Charisma
    Arcane
    7

    Powers
    On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.
    Discard this card to explore your location.

    Ally 4
    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 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 Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 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.

    Turn: 16 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: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Linxia)
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 18 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 19 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 20 Thargrap)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 21 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 22 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 7 (Turn 23 Linxia)
    Spoiler:
    Blessing of Baphomet
    Blessing B

    Traits
    Divine
    Baphomet
    Corrupted

    Check
    Melee
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 24 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 9 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 26 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 11 (Turn 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 28 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 29 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 30 Shardra)
    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.

    Cathedral of Chaos
    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

    Guardpost
    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

    Armory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Balazar, Arue,
    Notes:

    Torture Chamber Card 1:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Chamber Card 2:
    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.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Occult Library
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 4:
    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
    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:4 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Linxia, Thargrap
    Notes: Baleful Shadows, Giant Fly

    Cavern Card 1:
    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.

    Cavern Card 2:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

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

    Cavern Card 3:
    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.

    Cavern Card 4:
    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.

    Cavern Card 5:
    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.

    Cavern 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.

    Cavern Card 7:
    Tancred Desimire
    Villain Monster B

    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Cavern Card 8:
    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.


  • Emil's Deck Handler

    The hour of Abadar
    Remain at Cell.

    Explore:

    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.

    Auto-fail and banish.

    Discard BoAscension to explore:

    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.

    Auto-fail and banish.

    End turn & reset hand.

    Emil wrote:

    Hand: Composite Bow, Stalking Armor, Manual of War, Scale of Disguise, Frilled Lizard, Mongrel Archer,

    Displayed:
    Deck: 4 Discard: 6 Buried: 0
    Current Location: Cell
    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 available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension 3, Abyssal Traveller's Kit, Blessing of Ascension 4, Corrosive Dagger +1
    Recharged:
    Discard Pile: Heavy Crossbow, Blessing of Baphomet, Caravan Guard, Blessing of Ascension, Force Shortbow +1, 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.

    Silver Crusade

    Linxia explores! Potion of Healing.

    Int 5: 1d6 ⇒ 3

    Nope. Gonna hang onto my Blessing rather than go again.

    Hand: Blessing of the Ascension C, Scythe, Acidic Whip +1, Sages Journal, Cat o Nine Tails
    Deck: 7 Discard: 3 Buried: 2
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d10 [x]+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 [x] 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 1: The Black Citadel

  • 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-E: That's How You Think with Portals

    STORY BANES:

  • Villain: Tancred Desimire
  • Henchmen: Ceustodaemon, Crusader Troops

    DURING THIS SCENARIO:

  • When setting up, put 6 henchmen Mongrel Traitor into a sacrifice stack next to the blessings deck. When you would banish a henchman from a location deck, put it in the sacrifice stack instead. When you are dealt damage, banish a card from the sacrifice stack.
  • For your combat check, you may banish at least one card from the sacrifice stack to conjure a servant; treat the number of banished cards minus one as your number of mythic charges while doing so.
  • Sacrifice stack: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 3
    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 4
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Monster 5
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 2
    Spoiler:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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:
    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 5
    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.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

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

    Weapon 3
    Spoiler:
    Glaive +1
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

    Weapon 4
    Spoiler:
    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 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:
    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:
    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:
    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:
    Dazzle
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 5
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Item 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:
    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:
    Hungry Ghost Monk
    Ally 1

    Traits
    Human
    Monk

    Check
    Charisma
    Arcane
    7

    Powers
    On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.
    Discard this card to explore your location.

    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:
    Bat
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

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

    Ally 5
    Spoiler:
    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 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 2
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 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 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 5
    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.

    Turn: 18 Shardra/Redeux

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 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 20 Thargrap)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 21 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 22 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 5 (Turn 23 Linxia)
    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 6 (Turn 24 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 7 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 26 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 9 (Turn 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 28 Emil)
    Spoiler:
    Blessing of 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 29 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 30 Shardra)
    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.

    Cathedral of Chaos
    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

    Guardpost
    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

    Armory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Balazar, Arue,
    Notes:

    Torture Chamber Card 1:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Chamber Card 2:
    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.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Occult Library
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

    Cell Card 1:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 2:
    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
    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:4 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Linxia, Thargrap
    Notes: Baleful Shadows, Giant Fly

    Cavern Card 1:
    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.

    Cavern Card 2:
    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.

    Cavern Card 3:
    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.

    Cavern Card 4:
    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.

    Cavern Card 5:
    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.

    Cavern Card 6:
    Tancred Desimire
    Villain Monster B

    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Cavern Card 7:
    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.


  • Dwarf Shaman | Deck Handler

    no ally or spell in hand. attempt to move

    bless move check with boshyln
    DC 7 str: 2d6 ⇒ (4, 4) = 8

    move to Torture Chamber

    explore

    Crusader Troop:

    Henchman Barrier B
    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    recharge Kolo to add 1d8+1
    Crusader Troop DC 10 divine: 1d10 + 4 + 1d8 + 1 ⇒ (10) + 4 + (2) + 1 = 17 success

    Balazar or Arue can you do Combat 12?

    Assuming success, Shardra discards Codex for mental damage. Balazar and Arue would take 1 mental damage as well. THen location is closed

    Shardra wrote:

    Hand: Codex2, Fireblade2, Frigid Blast2, Demon Hunter's Handbook, BoAbraxas,

    Displayed:
    Deck: 8 Discard: 4 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 ([X] or 2 cards) of your (□ or any) location deck.

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    Frigid Blast2
    Spoiler:
    Frigid Blast2
    Traits: Magic, Arcane, Divine, Attack, Cold, Basic
    Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    Recharge: Divine 8 or Arcane 6
    Fireblade2
    Spoiler:
    Fireblade2
    Traits: Magic, Divine, Attack, Fire, Basic
    Powers: For your combat check, discard this card to use your Divine skill + 2d4.
    Recharge: Divine 8
    Demon Hunter's Handbook
    Spoiler:
    Demon Hunter's Handbook
    Traits: Book, Veteran
    Powers: Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it
    Codex2
    Spoiler:
    Codex2
    Traits: Book, Basic
    Powers: Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
    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
    moved to torture pit
    Need Arue/Balazar to do a combat 12 vs henchman. then both take 1 mental damage and torture bit is closed.


    Demonbane Light Crossbow +1, Archer's Bracers
    Combat 12: 1d8 + 3 + 1d8 + 1 + 2 ⇒ (4) + 3 + (8) + 1 + 2 = 18
    Success
    Defeated

    Discard Magic Padded Armor as Mental Damage.

    Arueshalae wrote:

    Hand: Giant Crossbow, Demonbane Light Crossbow +1, Archer's Bracers, Demon Hunter's Handbook,

    Displayed: Arueshalae's Gift,
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Torture Chamber
    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 Baphomet, Carbuncle, Grave Tender, Hand Crossbow, Blessing of Ascension 3, Blessing of Ascension 2, Blessing of Ascension 1
    Recharged: Corrosive Dagger +1, Scale of Cloud Walking,
    Discard Pile: Blessing of Ascension 4, Kimroth Otai, Magic Padded Armor,
    Buried Pile:

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

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

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


    On my turn, move to Cavern.

    Free exploration: Giant Fly


    Arueshalae evades the Giant Fly.

    Arueshalae wrote:

    Hand: Giant Crossbow, Demonbane Light Crossbow +1, Archer's Bracers, Demon Hunter's Handbook, Blessing of Ascension 3,

    Displayed: Arueshalae's Gift,
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Cavern
    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): Hand Crossbow, Blessing of Ascension 2, Blessing of Ascension 1, Blessing of Baphomet, Carbuncle, Grave Tender
    Recharged: Corrosive Dagger +1, Scale of Cloud Walking,
    Discard Pile: Blessing of Ascension 4, Kimroth Otai, Magic Padded Armor,
    Buried Pile:

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

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

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


    During This Adventure: Adventure 1: The Black Citadel

  • 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-E: That's How You Think with Portals

    STORY BANES:

  • Villain: Tancred Desimire
  • Henchmen: Ceustodaemon, Crusader Troops

    DURING THIS SCENARIO:

  • When setting up, put 6 henchmen Mongrel Traitor into a sacrifice stack next to the blessings deck. When you would banish a henchman from a location deck, put it in the sacrifice stack instead. When you are dealt damage, banish a card from the sacrifice stack.
  • For your combat check, you may banish at least one card from the sacrifice stack to conjure a servant; treat the number of banished cards minus one as your number of mythic charges while doing so.
  • Sacrifice stack: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    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 4
    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 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 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 2
    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 3
    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 4
    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 5
    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.

    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:
    Glaive +1
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

    Weapon 3
    Spoiler:
    Battle Aspergillum
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

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

    Weapon 4
    Spoiler:
    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.

    Weapon 5
    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.

    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:
    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:
    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:
    Dazzle
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 5
    Spoiler:
    Skitter
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    7

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

    Random Armors:
    Armor 1
    Spoiler:
    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:
    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:
    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 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:
    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:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

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

    Item 3
    Spoiler:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Item 4
    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 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:
    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:
    Researcher
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    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:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

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

    Ally 5
    Spoiler:
    Frilled Lizard
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

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

    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 Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 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.

    Turn: 20 Thargrap/Cartmanbeck

    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: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 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 22 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 3 (Turn 23 Linxia)
    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 4 (Turn 24 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 5 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 26 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 7 (Turn 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 28 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 29 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 30 Shardra)
    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.

    Cathedral of Chaos
    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

    Guardpost
    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

    Armory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    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, Arue, Shardra,
    Notes:

    Occult Library
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

    Cell Card 1:
    Crusader Troop
    Henchman Barrier B

    Traits
    Skirmish
    Soldier
    Human
    Veteran

    Check
    Melee
    Ranged
    Arcane
    Divine
    8
    THEN
    Combat
    10

    Powers
    The difficulty of checks to defeat the Crusader Troop is increased by twice the scenario's adventure deck number.
    For your check to defeat the Crusader Troop, you may expend a mythic charge to conjure a servant.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cell Card 2:
    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
    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:4 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Linxia, Thargrap
    Notes: Baleful Shadows, Giant Fly

    Cavern Card 1:
    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.

    Cavern Card 2:
    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.

    Cavern Card 3:
    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.

    Cavern Card 4:
    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.

    Cavern Card 5:
    Tancred Desimire
    Villain Monster B

    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Cavern Card 6:
    Mongrel Ranger
    Monster C

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Cavern Card 7:
    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.


  • Thargrap explores the Cavern to find a snek.
    Combat 11: 1d10 + 3 + 1d6 + 2 ⇒ (4) + 3 + (5) + 2 = 14 Defeated and buried.

    Blessing of Baphomet to explore again. A Malevolent Buckler.
    Fortitude 6: 1d8 + 2 ⇒ (2) + 2 = 4 Banished.

    That's it for me. Wouldn't mind a heal if someone can do so.

    "

    Thargrap wrote:

    Hand: Hungering Staff, Cold Iron Longsword, Magic Scale Mail, Fiery Glare,

    Displayed: Blood God Nulgreth,
    Deck: 4 Discard: 6 Buried: 3
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blood Periapt, Glibness
    Recharged: Scale of Resistance, Toughness,
    Discard Pile: Lann, Blessing of Deskari, Blessing of Shax, Blessing of Torag, Frigid Blast, Blessing of Baphomet,
    Buried Pile: Blessing of Ascension, Blessing of Shax 2, Constrictor Snake (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.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    "


    Hour: Ascension

    Move to Cell.

    Explore: Crusader Troop
    Discard Blessing of Ascension to bless.
    Arcane 8+1=9: 1d12 + 3 + 1d12 ⇒ (2) + 3 + (9) = 14 Success.
    Conjure a monster, banishing 2 cards from the Sacrifice pile. Defeated.

    Bury Apprentice to close.
    Move to Cavern and end my turn.

    Draw up to 7.

    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 [X1] 7 ☐ 8
    Proficient with Light Armors
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead.
    You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☐ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)(☐ or to recharge a spell from your discard pile).

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

    Hand: Agility, Enchanted Fang, Sagacity, Elven Chain Shirt, Mist Horn, Animated Skeleton, Blessing of Ascension
    Displayed: Padrig
    Deck: 1 Discard: 8 Buried: 1
    Hero Points: Shirt Reroll Available (1-E):
    Notes:
    Agility:
    Agility
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Sagacity:
    Sagacity
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    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 Ascension:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Checks
    Charisma
    6
    OR
    Divine
    5

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

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

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


    During This Adventure: Adventure 1: The Black Citadel

  • 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-E: That's How You Think with Portals

    STORY BANES:

  • Villain: Tancred Desimire
  • Henchmen: Ceustodaemon, Crusader Troops

    DURING THIS SCENARIO:

  • When setting up, put 6 henchmen Mongrel Traitor into a sacrifice stack next to the blessings deck. When you would banish a henchman from a location deck, put it in the sacrifice stack instead. When you are dealt damage, banish a card from the sacrifice stack.
  • For your combat check, you may banish at least one card from the sacrifice stack to conjure a servant; treat the number of banished cards minus one as your number of mythic charges while doing so.
  • Sacrifice stack: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 3
    Spoiler:
    Temptation of 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:
    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:
    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.

    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:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 4
    Spoiler:
    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:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 2
    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 3
    Spoiler:
    Dazzle
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 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:
    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:
    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:
    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:
    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:
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Exorcism Kit
    Item B

    Traits
    Tool
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Item 2
    Spoiler:
    Monkey's Paw
    Item C

    Traits
    Object
    Gambling
    Corrupted

    Check
    See Below
    0

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

    Item 3
    Spoiler:
    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:
    Shackles of Compliance
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Dexterity
    Disable
    5

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

    Item 5
    Spoiler:
    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:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Ally 3
    Spoiler:
    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:
    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 5
    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.

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 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 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 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: 22 Emil/WilderRedbeard

    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: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 23 Linxia)
    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 2 (Turn 24 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 3 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 26 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 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 28 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 7 (Turn 29 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 30 Shardra)
    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.

    Cathedral of Chaos
    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

    Guardpost
    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

    Armory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Arue, Shardra,
    Notes:

    Occult Library
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Cell
    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: Emil,

    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:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Linxia, Thargrap, Balazar,
    Notes: Baleful Shadows, Giant Fly

    Cavern Card 1:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

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

    Cavern Card 2:
    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.

    Cavern Card 3:
    Tancred Desimire
    Villain Monster B

    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Cavern Card 4:
    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.

    Cavern Card 5:
    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.


  • Emil's Deck Handler

    The hour of Deskari
    Move to Cavern.

    Explore:

    Baleful Shadows:
    Barrier B
    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

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

    Reveal Stalking Armor to add 2, recharge Scale to add 2.
    Stealth 11: 1d10 + 3 + 2 + 2 ⇒ (10) + 3 + 2 + 2 = 17 defeated

    Discard Frilled Lizard to explore:

    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.

    Auto-fail BYA check, difficulty increased by 1.
    Reveal Composite Bow, display Manual of War to add +1 to Dexterity.
    Combat 9+1=10: 1d10 + 4 + 1d8 ⇒ (8) + 4 + (1) = 13 defeated

    Discard Mongrel Ranger to explore:

    Tancred Desimire:
    Villain Monster B
    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    Auto-fail Int 7 check with d6. Villain evaded.

    End turn & reset hand.

    Emil wrote:

    Hand: Composite Bow, Stalking Armor, Abyssal Traveller's Kit, Corrosive Dagger +1, Blessing of Ascension 4, Blessing of Ascension 3,

    Displayed:
    Deck: 1 Discard: 9 Buried: 0
    Current Location: Cavern
    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 available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Scale of Disguise,
    Discard Pile: Heavy Crossbow, Blessing of Baphomet, Caravan Guard, Blessing of Ascension, Force Shortbow +1, Blessing of Ascension 2, Mongrel Archer, Frilled Lizard, 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

    Card: 1d3 + 2 ⇒ (3) + 2 = 5

    Linxia explores! Giant Fly.

    Combat 9: 1d10 + 3d4 + 3 ⇒ (3) + (1, 3, 2) + 3 = 12

    Dead. I’ll let someone smarter finish us off...

    Hand: Blessing of the Ascension C, Scythe, Acidic Whip +1, Sages Journal, Cat o Nine Tails
    Deck: 7 Discard: 3 Buried: 2
    Displayed: Notes:

    Skills & Powers:
    SKILLS
    STRENGTH
    d10 [x]+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 [x] 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

    Shardra explores

    random explore 3,4: 1d2 + 2 ⇒ (1) + 2 = 3

    Tancred Desimire:

    Villain Monster B
    Traits
    Human
    Conjurer

    Check
    Combat
    15
    OR
    Arcane
    12

    Powers
    Before any character attempts to temorarily close a location, that character summons a random monster from the box, that monster may not be evaded.
    Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.

    No attempts to temp close

    BYA DC 7 knowledge: 1d10 + 3 ⇒ (7) + 3 = 10

    bless with boabraxas, use fireblade
    Tancred DC 15 combat: 3d10 + 4 + 2d4 ⇒ (4, 5, 9) + 4 + (2, 4) = 28 defeated and cornered

    we win


    DEVELOPMENT:
    You hit the Chelish troops hard and fast, and even Tancred Desimires conjuring magic was not enough to save him. One week after the fall of the Black Citadel, you succeeded at the ritual of becoming demoniacs, unlocking access to the powers of the abyss under Baphomets guidance.

    SCENARIO REWARD:

  • On the patron table, unlock the Baphomet trait.
  • Each character gains a skill feat.
  • Loot: All Blessings of Baphomet left in the box.

    ADVENTURE REWARD:

  • Each character gains a card feat and the mythic path Demoniac.
    Demoniac:
    Demoniac
    Mythic Path B

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

    ACQUIRED CARDS:
    Weapon 1 Cold Iron Longsword
    Weapon C Quarterstaff
    Spell C Sagacity
    Armor C Stalking Armor
    Armor B Steel Shield
    Ally C Carbuncle
    Ally B Retainer
    Blessing B Blessing of Baphomet
    Blessing B Blessing of Baphomet
    Blessing B Blessing of Baphomet
    Blessing 1 Blessing of Deskari


  • Card feat: Spell. Filled with Sagacity.
    Skill feat: Charisma +2.


    Adventure 2: Deskari's Army

    A lot has happened lately. You've been helping the Ivory Sanctum to prepare an assault on the Black Citadel, a Chelish outpost near Mendev full of devil worshipping soldiers under command of Tancred Desimire, a powerful conjurer. In doing so, you temporarily opened a portal to the abyss, summoning several demons to come to your aid, and getting their vile marks on you in the process. This, combined with your swift victory over the followers of his archenemy, Asmodeus, earned you the favor of demon lord Baphomet, which was necessary to become Demoniacs – cultists harnessing the powers of the abyss through the support of their demon lord patrons.

    Now that you are Demoniacs, it is time for you to attend greater tasks in the Worldwound. In order to deepen your connection to the abyss, you decided to leave the Ivory Sanctum and help the forces of demon lord Deskari, Baphomets ally in the war for the Worldwound. Ever since the fourth Mendevian Crusade started after Khorramzadehs failed assault on Kenabres, the demons have been rather passive – changing that might be your ticket to gain Deskaris favor.

    DURING THIS ADVENTURE:
    The servitor demon is the henchman Green Faith Druid.

    Green Faith Druid:
    Green Faith Druid
    Henchman Monster 2

    Traits
    Plant
    AND
    Elf
    Druid
    Servitor

    Check
    (Sapling Treant)
    Combat
    8
    THEN
    (Druid)
    Combat
    15

    Powers
    When you conjure a servant for your first check to defeat, the difficulty of the second check to defeat is reduced by 2.
    If undefeated, you may not move or be moved until the end of the turn.
    If defeated, you may immediately attempt to close the location this henchman came from.


    2-A: Elven Abandonment
    Even though most of the nature surrounding the worldwound became corrupted through permanent exposure to the abyssal taint, there are still several small patches of woods where "uprooter" elves resist and use guerilla tactics to defend the remaining wildlife. You have a simple plan to change that – you'll capture the residents of the forests to open a portal and call forth the toad demon Fihralaz to corrupt it completely. Of course, you expect quite some resistance.

    LOCATIONS:
    1 Dark Forest
    1 Eagle Rock
    2 Wounded Lands
    3 Watchtower
    4 Abyssal River
    5 Defender's Heart
    6 Cavern

    STORY BANES:

  • Villain: Vinst
  • Henchmen: Tangle Traps

    DURING THIS SCENARIO:

  • When you would encounter an ally from a location, banish it instead, then summon and encounter the henchman Green Faith Druid. If defeated, you may immediately attempt to close your location.
  • Locations may not be temporarily closed.
  • When all locations are closed, summon and build the location Abyssal Rift, then put the henchman Uprooter Elves on top.
  • You win the scenario only when you defeat the henchman Uprooter Elves.


  • During This Adventure: Adventure 2: Deskari's Army

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.
  • Story Banes
  • The servitor demon is the henchman Green Faith Druid.
    Green Faith Druid:
    Green Faith Druid
    Henchman Monster 2

    Traits
    Plant
    AND
    Elf
    Druid
    Servitor

    Check
    (Sapling Treant)
    Combat
    8
    THEN
    (Druid)
    Combat
    15

    Powers
    When you conjure a servant for your first check to defeat, the difficulty of the second check to defeat is reduced by 2.
    If undefeated, you may not move or be moved until the end of the turn.
    If defeated, you may immediately attempt to close the location this henchman came from.

    During This Scenario: 2-A: Elven Abandonment

    STORY BANES:

  • Villain: Vinst
  • Henchmen: Tangle Traps

    DURING THIS SCENARIO:

  • When you would encounter an ally from a location, banish it instead, then summon and encounter the henchman Green Faith Druid. If defeated, you may immediately attempt to close your location.
  • Locations may not be temporarily closed.
  • When all locations are closed, summon and build the location Abyssal Rift, then put the henchman Uprooter Elves on top.
  • You win the scenario only when you defeat the henchman Uprooter Elves.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 3
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Monster 4
    Spoiler:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 5
    Spoiler:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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:
    Rallying Cry
    Barrier C

    Traits
    Task
    Cache

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

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

    Barrier 4
    Spoiler:
    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 5
    Spoiler:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    Longspear
    Weapon C

    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.

    Weapon 3
    Spoiler:
    Cold Iron Mace +1
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Mace
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

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

    Random Spells:
    Spell 1
    Spoiler:
    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:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    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:
    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 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:
    Charm Monster
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
    If you do not have the Arcane or Divine skill, banish this card after playing it.

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

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Armor 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:
    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:
    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:
    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:
    Codex
    Item C

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    Powers
    Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

    Item 2
    Spoiler:
    Potion of Restoration
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    7

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

    Item 3
    Spoiler:
    Book of the Loremaster
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    5

    Powers
    Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.

    Item 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:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Teamster
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

    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:
    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.

    Ally 5
    Spoiler:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 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 4
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 1 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Abraxas

    Top Blessing:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 Balazar)
    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 3 (Turn 4 Emil)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 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 5 (Turn 6 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 7 Arueshalae)
    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 8 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 9 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 9 (Turn 10 Emil)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 11 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 11 (Turn 12 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 16 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 17 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 18 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 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 19 (Turn 20 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 20 (Turn 21 Balazar)
    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 21 (Turn 22 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 22 (Turn 23 Linxia)
    Spoiler:
    Blessing of Pulura
    Blessing C

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Shax
    Blessing C

    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 25 (Turn 26 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 26 (Turn 27 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 30 Shardra)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Dark Forest
    At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: At the end of your turn, recharge your hand.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1

    Dark Forest Card 1:
    Tangle Trap
    Henchman Barrier C

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

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

    Dark Forest Card 2:
    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.

    Dark Forest Card 3:
    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.

    Dark Forest 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.

    Dark Forest Card 5:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

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

    Dark Forest Card 6:
    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.

    Dark Forest Card 7:
    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.

    Dark Forest Card 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1:
    Tangle Trap
    Henchman Barrier B

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

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

    Eagle Rock Card 2:
    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.

    Eagle Rock Card 3:
    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.

    Eagle Rock Card 4:
    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.

    Eagle Rock Card 5:
    Venomous Hand Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Eagle Rock Card 6:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Eagle Rock Card 7:
    Giant Maggot Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Basic

    Check
    Combat
    6

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

    Eagle Rock 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.

    Eagle Rock Card 9:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Eagle Rock Card 10:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

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

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

    Wounded Lands Card 1:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

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

    Wounded Lands Card 2:
    Tangle Trap
    Henchman Barrier B

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

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

    Wounded Lands Card 3:
    Hungry Ghost Monk
    Ally 1

    Traits
    Human
    Monk

    Check
    Charisma
    Arcane
    7

    Powers
    On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.
    Discard this card to explore your location.

    Wounded Lands Card 4:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 5:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 6:
    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.

    Wounded Lands Card 7:
    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.

    Wounded Lands Card 8:
    Corruptive Half-Plate
    Armor 2

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.

    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card to add or ignore the Corrupted trait on a card for the rest of the turn.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Wounded Lands Card 9:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

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

    Wounded Lands Card 10:
    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.

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

    Watchtower Card 1:
    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.

    Watchtower Card 2:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

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

    Watchtower Card 3:
    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.

    Watchtower Card 4:
    Blasphemous Priest
    Monster B

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

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

    Watchtower Card 5:
    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.

    Watchtower Card 6:
    Unholy Aspergillum +3
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    9

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

    Watchtower Card 7:
    Backbreaker Mail
    Armor 2

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to add 1d6 to your combat check; Combat damage dealt to you during that check is reduced by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand

    Watchtower Card 8:
    Tangle Trap
    Henchman Barrier C

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

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

    Watchtower Card 9:
    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.

    Watchtower Card 10:
    Unholy Aspergillum +3
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Magic
    Corrupted
    Elite

    Check
    Strength
    Melee
    9

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

    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:
    Tangle Trap
    Henchman Barrier B

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

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

    Abyssal River Card 2:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Abyssal River Card 3:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

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

    Abyssal River Card 4:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Abyssal River Card 5:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 6:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Abyssal River Card 7:
    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.

    Abyssal River Card 8:
    Dismissal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    8

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

    Abyssal River Card 9:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Abyssal River Card 10:
    Blackwing Librarian
    Ally B

    Traits
    Human
    Wizard
    Basic

    Check
    Intelligence
    Knowledge
    6
    OR
    Diplomacy
    8

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

    Defender's Heart
    At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
    When Closing: Summon and acquire a random ally.
    When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
    M:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1

    Defender's Heart Card 1:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

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

    Defender's Heart Card 2:
    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.

    Defender's Heart Card 3:
    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.

    Defender's Heart Card 4:
    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.

    Defender's Heart Card 5:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Defender's Heart Card 6:
    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.

    Defender's Heart Card 7:
    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.

    Defender's Heart Card 8:
    Scribe
    Ally 2

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Defender's Heart Card 9:
    Tangle Trap
    Henchman Barrier B

    Traits
    Trap

    Check
    Strength
    Dexterity
    Stealth
    7

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

    Defender's Heart Card 10:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    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:
    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.

    Cavern Card 2:
    Giant Amoeba
    Monster B

    Traits
    Ooze
    Aquatic
    Elite

    Check
    Combat
    10
    OR
    Dexterity
    7

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

    Cavern 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.

    Cavern Card 4:
    Knight's Pennon
    Item 2

    Traits
    Object

    Check
    Charisma
    Diplomacy
    9

    Powers
    When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Cavern Card 5:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Cavern Card 6:
    Vinst (RotW)
    Villain Monster 1

    Traits
    Satyr
    Druid

    Check
    Combat
    13

    Powers
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, increase the difficulty of checks against Vinst by 3.
    After you act, each character at your location recharges a card that has the Corrupted trait or buries the top card of his deck.

    Cavern Card 7:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Cavern Card 8:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Cavern Card 9:
    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.

    Cavern Card 10:
    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.


  • Start at Defenders Heart.

    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 [X1] 7 ☐ 8
    Proficient with Light Armors
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead.
    You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☐ 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, Enchanted Fang, Sagacity, Mist Horn, Sage's Journal, Vulture, Blessing of Abraxas
    Displayed: Demoniac, Padrig
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: Shirt Reroll Available (2-A):
    Notes: Mythic Points: 2
    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Sagacity:
    Sagacity
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    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.

    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 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.


    Emil's Deck Handler

    Card Feat: Ally [X] 4 - Taking Carbuncle.
    Skill Feat: Dexterity [X] +2


    Emil's Deck Handler

    Start at Watchtower.

    Emil wrote:

    Hand: Heavy Crossbow, Scale of Disguise, Carbuncle, Frilled Lizard, Blessing of Ascension 3, Blessing of Ascension,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Watchtower
    Mythic Charges (Available): 2
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard to add 1d4 to a combat check.
    L&D - Blessings available
    Other: Mythic Charges (Available): 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Manual of War, Caravan Guard, Abyssal Traveller's Kit, Force Shortbow +1, Blessing of Baphomet 2, Composite Bow, Stalking Armor, Mongrel Archer, Blessing of Baphomet, Blessing of Ascension 2, Corrosive Dagger +1
    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.


    I'll start at Defender's Heart as well.

    "

    Thargrap wrote:

    Hand: Blessing of Baphomet, Frigid Blast, Hungering Staff, Magic Scale Mail,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retainer, Blessing of Torag, Cold Iron Longsword, Scale of Resistance, Blessing of Shax 2, Lann, Glibness, Blessing of Ascension, Toughness, Blessing of Shax, Fiery Glare, Blessing of Deskari, Blood Periapt
    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.
    [X] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat on your cohort Blood God Nulgreth.)

    Demoniac
    Mythic Path B

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

    "


    Dwarf Shaman | Deck Handler

    dark forest

    Shardra wrote:

    Hand: Codex1, BoAscension1, Cure, Fireblade2, BoShelyn,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0 Mythic Charges: 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 [X]+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 ([X] or 2 cards) of your (□ or any) location deck.

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

    AP Rewards:
    N/a

    "

    Card Descriptions:

    Hand descriptions:
    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.
    BoAscension1
    Spoiler:
    BoAscension1
    Traits: Divine, Mythic, Basic
    Powers: If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.
    BoShelyn
    Spoiler:
    BoShelyn
    Traits: Divine, Shelyn
    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.

    Displayed descriptions:
    "

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