[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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Start at Defender's Heart.

Arueshalae wrote:

Hand: Magic Padded Armor, Grave Tender, Blessing of Ascension 3, Blessing of Ascension 1, Blessing of Ascension 4, Arueshalae's Gift,

Displayed:
Deck: 11 Discard: 0 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): Blessing of Baphomet, Blackwing Librarian, Kimroth Otai, Blessing of Ascension 2, Demonbane Light Crossbow +1, Demon Hunter's Handbook, Archer's Bracers, Giant Crossbow, Scale of Cloud Walking, Corrosive Dagger +1, Hand Crossbow
Recharged:
Discard Pile:
Buried Pile:

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

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

Arueshalae's Gift
Displayed next to: 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


Turn 1: The hour is Blessing of Abraxas
.
.
.
.

Display my gift on Thargrap's Charisma.

Free exploration: Mercenary Minotaur
Probably evade, but I'll confirm someone else would want it.

End my turn.
Recharge Magic Padded Armor.

Arueshalae wrote:

Hand: Corrosive Dagger +1, Grave Tender, Blessing of Ascension 3, Blessing of Ascension 1, Blessing of Ascension 4,

Displayed: Arueshalae's Gift,
Deck: 11 Discard: 0 Buried: 0
Current Location: Defender's Heart
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, Hand Crossbow, Blackwing Librarian, Demon Hunter's Handbook, Archer's Bracers, Kimroth Otai, Giant Crossbow, Demonbane Light Crossbow +1, Blessing of Ascension 2, Scale of Cloud Walking
Recharged: Magic Padded Armor,
Discard Pile:
Buried Pile:

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

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

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


Thargrap will explore the (randomized) Defender's Heart.
random: 1d10 ⇒ 2 A Cambion demon. I'll auto-fail the BA check because I'm not going to be casting a spell. I'll discard my BoBaphomet to get 2 dice.
Combat 12: 1d10 + 4 + 1d6 + 2 + 2d10 ⇒ (2) + 4 + (4) + 2 + (10, 5) = 27 Defeated and buried.

I'll banish Frigid Blast to draw a card, which is Lann. Discard him to explore again.
random, reroll 2: 1d10 ⇒ 10 Wooden Shield.
Fortitude 4: 1d8 + 2 ⇒ (5) + 2 = 7 Acquired. I'll banish it to draw a card, which is Blessing of Shax.

Discard that to explore, finding random, reroll 2: 1d9 ⇒ 5 a Salamander. Requesting a blessing from Arueshalae.
Combat 15: 1d10 + 4 + 1d6 + 2 + 1d10 ⇒ (7) + 4 + (1) + 2 + (10) = 24 Defeated and buried. I get a free armor, which is Magic Padded Armor. I'll banish that to draw a card, which is Toughness. Meh, I'll end there.

"

Thargrap wrote:

Hand: Toughness, Blessing of Ascension, Hungering Staff, Magic Scale Mail,

Displayed: Blood God Nulgreth,
Deck: 9 Discard: 3 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glibness, Blessing of Torag, Cold Iron Longsword, Retainer, Blessing of Deskari, Blessing of Shax, Fiery Glare, Blood Periapt, Scale of Resistance
Recharged:
Discard Pile: Blessing of Baphomet, Lann, Blessing of Shax 2,
Buried Pile: Cambion (0), Salamander (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.)

Demoniac
Mythic Path B

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

"


Hour: Shax

Explore: Worm Demon
Reveal Enchanted Fang for Padrig, cast Enchanted Fang
Comabt 10: 2d10 + 1d4 ⇒ (4, 1) + (1) = 6
Display Mist Horn to block by 3. Discard Sagacity for the 4th damage.
Bury Vulture for undefeated power.
Recover Enchanted Fang Arcane 7: 1d12 + 3 ⇒ (3) + 3 = 6 Discarded.

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, Black Spot, Enchanted Fang, Glibness, Elven Chain Shirt, Sage's Journal, Blessing of Abraxas
Displayed: Demoniac, Mist Horn, Padrig
Deck: 6 Discard: 2 Buried: 1
Hero Points: Shirt Reroll Available (2-A):
Notes: Mythic Points: 2
Agility:
Agility
Spell B

Traits
Magic
Arcane
Divine
Basic

Checks
Intelligence
Arcane
Wisdom
Divine
6

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

Black Spot:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Checks
Intelligence
Arcane
Wisdom
Divine
4

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

Enchanted Fang:
Enchanted Fang
Spell B

Traits
Magic
Arcane
Divine
Basic

Checks
Intelligence
Arcane
Wisdom
Divine
5

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

Glibness:
Glibness
Spell B

Traits
Arcane
Divine
Elite
Magic

Checks
Intelligence
Arcane
Wisdom
Divine
6

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

Blessing of 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.

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.

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 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:
    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 2
    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 3
    Spoiler:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Monster 4
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Monster 5
    Spoiler:
    Peryton
    Monster 1

    Traits
    Aberration

    Check
    Combat
    14

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

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Barrier 3
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Barrier 4
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 2
    Spoiler:
    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:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

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

    Weapon 4
    Spoiler:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 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:
    Paralyze
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Dismissal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    8

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

    Spell 3
    Spoiler:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

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

    Spell 4
    Spoiler:
    Life Drain
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    9

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

    Spell 5
    Spoiler:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    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:
    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:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Item 2
    Spoiler:
    Mantis Mask
    Item 2

    Traits
    Accessory
    Magic
    Achaekek

    Check
    Constitution
    Fortitude
    7

    Powers
    On your Melee or Ranged combat check, reveal this card to add 1. If you have a role card or reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison or Vermin trait, recharge this card to add 1 die.

    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:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 5
    Spoiler:
    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:
    Bat
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

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

    Ally 2
    Spoiler:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Ally 3
    Spoiler:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Ally 4
    Spoiler:
    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 5
    Spoiler:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

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

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessing 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 Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of 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: 4 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Nethys

    Top Blessing:
    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 Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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 19 (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 20 (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 21 (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 22 (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 23 (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 24 (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 25 (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 26 (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
    Located here: Shardra

    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
    Located here: Emil

    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:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Balazar, Thargrap, Arue
    Notes: Worm Demon
    Mist Horn displayed (reduce damage from monsters by 3)

    Defender's Heart Card 1:
    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 2:
    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 3:
    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 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:
    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 6:
    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.

    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 undefeatd 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.


  • Emil's Deck Handler

    The hour of Nethys
    Remain at Watchtower.

    Explore: Quadnys Orlun - banish Ally. Summon & encounter:

    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.

    Reveal Heavy Crossbow.
    Combat 8: 1d10 + 3 + 1d10 ⇒ (9) + 3 + (8) = 20 success
    For second check, reveal Heavy Crossbow and discard BoAscension to bless.
    Combat 15: 2d10 + 3 + 1d10 ⇒ (10, 4) + 3 + (2) = 19 defeated
    Banish Heavy Crossbow to close Watchtower.
    Draw new weapon from box per WPC power: Heavy Crossbow
    (lol).

    End turn & reset hand.

    Emil wrote:

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

    Displayed:
    Deck: 10 Discard: 1 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): Force Shortbow +1, Blessing of Ascension 2, Corrosive Dagger +1, Composite Bow, Blessing of Baphomet 2, Stalking Armor, Caravan Guard, Mongrel Archer, Abyssal Traveller's Kit, Blessing of Baphomet
    Recharged:
    Discard Pile: Blessing of Ascension,
    Buried Pile:

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

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

    Silver Crusade

    Cavern.

    Hand: Caravan Guard, Interrogator, Recruit, Cat o Nine Tails, Blessing of Baphomet
    Deck: 12 Discard: 0 Buried: 0
    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


    Mythic Charges 2

    Linxia explores! Temptation of Lucre. I’ll take that deal for a Mantis Mask. Everyone discards the top card of their deck.

    Recruit to go again. Giant Amoeba. It deals me Acid Damage: 1d4 - 1 ⇒ (4) - 1 = 3. I lose everything but the Cat o Nine Tails and the BoBaphomet.

    Combat 10: 1d10 + 3d4 + 4 ⇒ (10) + (4, 2, 2) + 4 = 22

    Dead. I’m done.

    Hand: Flaming Heavy Pick +1, Acidic Whip +1, Magic Shield, Cat o Nine Tails, Blessing of Baphomet
    Deck: 8 Discard: 5 Buried: 0
    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 BoAscension from top of deck.


    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:
    Berbalang
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    18

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

    Monster 2
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Monster 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:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Barrier 3
    Spoiler:
    Corrupted Crusaders
    Barrier C

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Scizore
    Weapon C

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    9

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

    Weapon 2
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

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

    Weapon 3
    Spoiler:
    Lance
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 4
    Spoiler:
    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:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    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:
    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:
    Shadow Barbs
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 4
    Spoiler:
    Burst Bonds
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    5

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

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    Padded Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Armor 3
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

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

    Armor 5
    Spoiler:
    Hide Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

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

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

    Traits
    Object
    Magic
    Elite

    Check
    Intelligence
    Arcane
    Craft
    7

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

    Item 2
    Spoiler:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

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

    Item 3
    Spoiler:
    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:
    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 Restoration
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    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:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Ally 4
    Spoiler:
    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.

    Ally 5
    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.

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 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: 6 Shardra/Redeux

    Top of Blessing Discard Pile: Blessing of Nethys

    Top Blessing:
    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 Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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 19 (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 20 (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 21 (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 22 (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 23 (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 24 (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
    Located here: Shardra

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Emil

    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:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Balazar, Thargrap, Arue
    Notes: Worm Demon
    Mist Horn displayed (reduce damage from monsters by 3)

    Defender's Heart Card 1:
    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 2:
    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 3:
    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 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:
    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 6:
    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.

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

    Cavern Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Cavern Card 6:
    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 7:
    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 8:
    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.


  • Dwarf Shaman | Deck Handler

    discard demon hunter's handbook

    Examine top 2 cards and explore the henchman

    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.

    recharge kolo to add 1d8+1
    Tangle Trap DC 7 str: 1d6 + 1d8 + 1 ⇒ (6) + (7) + 1 = 14 defeated

    Discard BoAscension to explore
    random explore: 1d9 + 1 ⇒ (5) + 1 = 6 DemonHunter Handbook
    random explore: 1d9 + 1 ⇒ (7) + 1 = 8 BoAscension

    Choose 2nd card.

    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.

    can't fail. acquired

    discard BoAscension to get a mythic charge

    discard cure to heal self
    heal self: 1d4 + 1 ⇒ (4) + 1 = 5 everything
    cure recharge: 1d10 + 5 ⇒ (10) + 5 = 15 recharged

    Shardra wrote:

    Hand: Codex1, Kolo (IH), Fireblade1, Fireblade2, BoShelyn,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0 Mythic Charges: 1
    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:
    Kolo (IH)
    Spoiler:
    Kolo (IH)
    Traits: Animal, Spirit, Divine, Veteran
    Powers: Reveal this card to add 3 plus the scenario's adventure deck number to your Stealth check.
    Recharge this card to reduce all damage dealt to you by 2.
    Bury this card to examine the top card of your location deck; if you have the Shaman trait, you may recharge this card instead.
    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
    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
    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.
    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
    Banished DF card 1 (tangle trap)
    Acquired DF card 8 (boascension)
    Dark Forest Shuffled.


    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:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Monster 2
    Spoiler:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Giant Cockroach
    Monster B

    Traits
    Vermin
    Basic

    Check
    Combat
    8

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

    Monster 4
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 5
    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.

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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 4
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Fear
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

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

    Weapon 2
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

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

    Weapon 3
    Spoiler:
    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 4
    Spoiler:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Fear
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

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

    Spell 4
    Spoiler:
    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:
    Padded Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Armor 3
    Spoiler:
    Magic Padded Armor
    Armor C

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Armor 4
    Spoiler:
    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:
    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

    Random Items:
    Item 1
    Spoiler:
    Mantis Mask
    Item 2

    Traits
    Accessory
    Magic
    Achaekek

    Check
    Constitution
    Fortitude
    7

    Powers
    On your Melee or Ranged combat check, reveal this card to add 1. If you have a role card or reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison or Vermin trait, recharge this card to add 1 die.

    Item 2
    Spoiler:
    Book of the Loremaster
    Item C

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    5

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

    Item 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:
    Caltrop Bead
    Item B

    Traits
    Object
    Magic
    Basic

    Check
    Dexterity
    6

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

    Item 5
    Spoiler:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Ally 2
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    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:
    Teamster
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Charisma
    Diplomacy
    6

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Turn: 7 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Shax

    Top Blessing:
    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 Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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 19 (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 20 (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 21 (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 22 (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 23 (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:0 ?:0
    Located here: Shardra
    Notes: Mad Knight, Demon Hunter's Handbook

    Dark Forest Card 1:
    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 2:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Dark Forest Card 3:
    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.

    Dark Forest Card 4:
    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 5:
    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 6:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

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

    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:
    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.

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Emil

    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:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Balazar, Thargrap, Arue
    Notes: Worm Demon
    Mist Horn displayed (reduce damage from monsters by 3)

    Defender's Heart Card 1:
    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 2:
    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 3:
    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 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:
    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 6:
    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.

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

    Cavern Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Cavern Card 6:
    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 7:
    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 8:
    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.


  • Play a blessing for Thargrap. Discard Demon Hunter's Handbook from the top of my deck.

    Free exploration Bunyip
    Wisdom 9: 1d4 ⇒ 3
    Fail
    Corrosive Dagger +1, Blessing of Ascension
    Combat 9+1=10: 1d8 + 4 + 1d4 + 1 + 1d8 ⇒ (5) + 4 + (2) + 1 + (1) = 13
    Success
    Defeated

    Discard Grave Tender to explore: Belthis Loumis
    Summon Green Faith Druid
    Spend Mythic token and Summon a Demonling for the first check.
    Corrosive Dagger +1, Blessing of Ascension
    Combat 13: 1d8 + 4 + 1d4 + 1 + 1d8 ⇒ (6) + 4 + (3) + 1 + (2) = 16
    Success
    Defeated
    Attempting to close
    Summon: Recruit
    Automatic
    Closed

    Ending my turn.

    Arueshalae wrote:

    Hand: Corrosive Dagger +1, Archer's Bracers, Scale of Cloud Walking, Recruit, Blessing of Baphomet,

    Displayed: Arueshalae's Gift,
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Defender's Heart
    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, Giant Crossbow, Demonbane Light Crossbow +1, Blackwing Librarian, Kimroth Otai, Blessing of Ascension 2
    Recharged: Magic Padded Armor,
    Discard Pile: Demon Hunter's Handbook, Blessing of Ascension 1, Blessing of Ascension 3, Blessing of Ascension 4, Grave Tender,
    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 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:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Monster 2
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 3
    Spoiler:
    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:
    Giant Maggot Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Basic

    Check
    Combat
    6

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

    Monster 5
    Spoiler:
    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.

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

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    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:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 4
    Spoiler:
    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 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:
    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 2
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

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

    Weapon 3
    Spoiler:
    Aklys
    Weapon C

    Traits
    Club
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Hand Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 5
    Spoiler:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Paralyze
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Viper Strike
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 4
    Spoiler:
    Viper Strike
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 5
    Spoiler:
    Fear
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Armor 2
    Spoiler:
    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 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:
    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:
    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:
    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.

    Item 2
    Spoiler:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

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

    Item 3
    Spoiler:
    Ring of Climbing
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Strength
    Constitution
    6

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

    Item 4
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Item 5
    Spoiler:
    Potion of Striding
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Random Allies:
    Ally 1
    Spoiler:
    Recruit
    Ally C

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Ally 2
    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 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:
    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:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Turn: 8 Thargrap/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to 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 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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of 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 18 (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 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 29 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 22 (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:0 ?:0
    Located here: Shardra
    Notes: Mad Knight, Demon Hunter's Handbook

    Dark Forest Card 1:
    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 2:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Dark Forest Card 3:
    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.

    Dark Forest Card 4:
    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 5:
    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 6:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

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

    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:
    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.

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Emil

    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: For the rest of the scenario, add 1 to checks to acquire allies by characters at any 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, Thargrap, Arue
    Notes: Mist Horn displayed (reduce damage from monsters by 3)

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

    Cavern Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Cavern Card 6:
    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 7:
    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 8:
    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.


  • Thargrap moves to the Wounded Lands.

    Explore to find a TK Trap. Casting Toughness and using a BoAscension.
    Constitution 9: 1d8 + 2 + 3 + 1d8 ⇒ (6) + 2 + 3 + (8) = 19 Defeated (by a ton)!

    Plenty of turns left, so I'll end there and draw up.

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

    "

    Thargrap wrote:

    Hand: Glibness, Retainer, Hungering Staff, Magic Scale Mail,

    Displayed: Blood God Nulgreth,
    Deck: 7 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, Blessing of Shax, Scale of Resistance, Blood Periapt, Blessing of Deskari, Blessing of Torag, Cold Iron Longsword
    Recharged:
    Discard Pile: Blessing of Baphomet, Lann, Blessing of Shax 2, Blessing of Ascension, Toughness,
    Buried Pile: Cambion (0), Salamander (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.)

    Demoniac
    Mythic Path B

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

    "


    Hour: Ascension

    Recover Mist Horn:
    Cast Glibness
    Arcane 10: 1d12 + 3 + 3 ⇒ (5) + 3 + 3 = 11 Recharged.

    Move to Abyssal River.

    Explore: Tangle Trap
    Recharge Black Spot for Padrig to use Arcane instead of Strengh
    Strength/Arcane 7: 1d12 + 3 + 3 ⇒ (4) + 3 + 3 = 10 Defeated.

    Discard Abraxas to explore: Worm Demon
    Cast Black Spot
    Combat 10-3=7: 2d10 ⇒ (7, 6) = 13 Defeated, drawn/
    Auto-succeed Black Spot recovery.

    Recover Glibness Arcane 8: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18 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, Enchanted Fang, Elven Chain Shirt, Sage's Journal, Blessing of Baphomet, Blessing of Shax, Worm Demon
    Displayed: Demoniac, Padrig
    Deck: 6 Discard: 4 Buried: 1
    Hero Points: Shirt Reroll Available (2-A):
    Notes: Mythic Points: 2
    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.

    Blessing of Shax:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Checks
    Combat
    9
    OR
    Divine
    5

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

    Padrig:
    Padrig
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Balazar

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


    During This Adventure: Adventure 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:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Betrayal Demon
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    16

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

    Monster 3
    Spoiler:
    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:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

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

    Monster 5
    Spoiler:
    Bunyip
    Monster B

    Traits
    Bunyip
    Aquatic
    Elite

    Check
    Combat
    9

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

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

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 2
    Spoiler:
    Baleful Shadows
    Barrier B

    Traits
    Obstacle
    Undead
    Elite

    Check
    Wisdom
    Divine
    Stealth
    11

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

    Barrier 3
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

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

    Barrier 4
    Spoiler:
    Temptation of Arms
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 2
    Spoiler:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    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:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

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

    Weapon 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:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Detect Thoughts
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 3
    Spoiler:
    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:
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    Padded Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Armor 3
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 4
    Spoiler:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Armor 5
    Spoiler:
    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.

    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:
    Horn of Battle Clarity
    Item B

    Traits
    Instrument
    Magic
    Elite

    Check
    Melee
    Ranged
    Charisma
    7

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

    Item 3
    Spoiler:
    Almanac
    Item 1

    Traits
    Book
    Elite

    Check
    Intelligence
    Knowledge
    7

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

    Item 4
    Spoiler:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

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

    Item 5
    Spoiler:
    Mantis Mask
    Item 2

    Traits
    Accessory
    Magic
    Achaekek

    Check
    Constitution
    Fortitude
    7

    Powers
    On your Melee or Ranged combat check, reveal this card to add 1. If you have a role card or reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison or Vermin trait, recharge this card to add 1 die.

    Random Allies:
    Ally 1
    Spoiler:
    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:
    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:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Recruit
    Ally C

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Ally 5
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

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

    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 Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 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 Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of 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: 10 Emil/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Torag

    Top Blessing:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (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 3 (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 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to 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 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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to 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 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 20 (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:0 ?:0
    Located here: Shardra
    Notes: Mad Knight, Demon Hunter's Handbook

    Dark Forest Card 1:
    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 2:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Dark Forest Card 3:
    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.

    Dark Forest Card 4:
    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 5:
    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 6:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

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

    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:
    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.

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

    Wounded Lands 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.

    Wounded Lands Card 2:
    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 3:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 4:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 5:
    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 6:
    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 7:
    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 8:
    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 9:
    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Emil

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

    Abyssal River Card 1:
    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 2:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Abyssal River Card 3:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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: For the rest of the scenario, add 1 to checks to acquire allies by characters at any 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
    Notes:

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

    Cavern Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Cavern Card 6:
    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 7:
    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 8:
    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.


  • Emil's Deck Handler

    Off turn:
    During Linxia's turn, discard top card of deck: Composite Bow.

    Start of turn: The hour of Torag
    Move to Eagle Rock.

    Explore:

    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 move 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.

    Recharge Scale to add 2.
    Stealth 7: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10 defeated

    Recharge Carbuncle to explore:

    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.

    Ranged 4: 1d10 + 4 ⇒ (8) + 4 = 12 acquired

    Discard Frilled Lizard to explore:

    Giant Cockroach:
    Monster B
    Traits
    Vermin
    Basic

    Check
    Combat
    8

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

    Banish Javelin.
    Combat 8: 1d10 + 4 + 4d6 ⇒ (1) + 4 + (4, 6, 2, 2) = 19 defeated & banished

    End turn & reset hand.

    Emil wrote:

    Hand: Heavy Crossbow, Stalking Armor, Manual of War, Mongrel Archer, Blessing of Ascension 2, Blessing of Ascension 3,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Eagle Rock
    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): Blessing of Baphomet 2, Force Shortbow +1, Corrosive Dagger +1, Caravan Guard, Blessing of Baphomet, Abyssal Traveller's Kit
    Recharged: Scale of Disguise, Carbuncle,
    Discard Pile: Blessing of Ascension, Composite Bow, Frilled Lizard,
    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! Cave Lizard.

    Combat 11: 1d10 + 3d4 + 4 ⇒ (1) + (3, 4, 3) + 4 = 15

    I get a free explore! Knight’s Pennon. Gonna steal Glibness from Thargrap, because I feel 100% confident that he would do it to me.

    Diplomacy 9: 1d8 + 6 ⇒ (5) + 6 = 11

    Yay! Discard my Acidic Whip cuz it’s my least useful card.

    Hand: Flaming Heavy Pick +1, Knights Pennon, Magic Shield, Cat o Nine Tails, Blessing of Baphomet
    Deck: 8 Discard: 6 Buried: 0
    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


    Mythic Charges 2


    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:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

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

    Monster 2
    Spoiler:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Cambion
    Monster B

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

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

    Monster 5
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

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

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Barrier 3
    Spoiler:
    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:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Barrier 5
    Spoiler:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    Spoiler:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

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

    Weapon 5
    Spoiler:
    Sinderbos
    Weapon 2

    Traits
    Hammer
    Corrupted
    Magic
    Fire

    Check
    Strength
    Melee
    Craft
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if you previously played this weapon during this encounter, add an additional 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result. If this card has the Corrupted trait when you reroll the dice, bury it instead.
    Recharge this card to add 1d6+1 to your Craft or Disable check.

    Random Spells:
    Spell 1
    Spoiler:
    Life Drain
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    9

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

    Spell 2
    Spoiler:
    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:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

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

    Spell 5
    Spoiler:
    Dread Bolt
    Spell B

    Traits
    Magic
    Divine
    Attack
    Force
    Basic

    Check
    Wisdom
    Divine
    6

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

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

    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:
    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 3
    Spoiler:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 4
    Spoiler:
    Imperial Army Greathelm
    Armor 2

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 5
    Spoiler:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

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

    Random Items:
    Item 1
    Spoiler:
    Potion of 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 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Portable Altar
    Item B

    Traits
    Object
    Divine
    Elite

    Check
    Wisdom
    Divine
    7

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

    Item 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 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.

    Random Allies:
    Ally 1
    Spoiler:
    Raconteur
    Ally B

    Traits
    Gnome
    Bard

    Check
    Charisma
    Diplomacy
    5

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

    Ally 2
    Spoiler:
    Demon Hunter
    Ally B

    Traits
    Human
    Ranger

    Check
    Melee
    Ranged
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Frilled Lizard
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

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

    Ally 4
    Spoiler:
    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 5
    Spoiler:
    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.

    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 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 3
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Turn: 12 Shardra/Redeux

    Top of Blessing Discard Pile: Blessing of Sarenrae

    Top Blessing:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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:0 ?:0
    Located here: Shardra
    Notes: Mad Knight, Demon Hunter's Handbook

    Dark Forest Card 1:
    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 2:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Dark Forest Card 3:
    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.

    Dark Forest Card 4:
    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 5:
    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 6:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

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

    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:
    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.

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

    Eagle Rock Card 1:
    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 2:
    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 3:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 4:
    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 5:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Eagle Rock Card 6:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Eagle Rock Card 7:
    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:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Thargrap,

    Wounded Lands 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.

    Wounded Lands Card 2:
    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 3:
    Mongrel Wizard
    Monster B

    Traits
    Mongrel
    Wizard
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 4:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 5:
    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 6:
    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 7:
    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 8:
    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 9:
    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

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

    Abyssal River Card 1:
    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 2:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Abyssal River Card 3:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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: For the rest of the scenario, add 1 to checks to acquire allies by characters at any 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
    Notes:

    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:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Linxia

    Cavern Card 1:
    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 2:
    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 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.

    Cavern Card 4:
    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 5:
    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 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.


  • Dwarf Shaman | Deck Handler

    examine top 2 then explore demon hunter handbook

    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.

    discard codex to add 1 die
    Demon Hunter's Handbook DC 9 knowledge: 2d10 + 4 ⇒ (3, 3) + 4 = 10 acquired. Power feat examine top 2 cards of location
    random examine: 4d8 ⇒ (3, 1, 3, 7) = 14 Cards 3: Brilliance, 7 Lance
    Codex Recharge DC 10 knowledge: 1d10 + 4 ⇒ (3) + 4 = 7 discarded

    Discard BoShelyn to explore. Brilliance

    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.


    Brilliance DC 6 divine: 1d10 + 5 ⇒ (9) + 5 = 14 acquired

    Shardra wrote:

    Hand: BoAscension2, Kolo (IH), Fireblade1, Fireblade2, BoAbraxas,

    Displayed:
    Deck: 11 Discard: 5 Buried: 0 Mythic Charges: 2
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 []+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:
    Kolo (IH)
    Spoiler:
    Kolo (IH)
    Traits: Animal, Spirit, Divine, Veteran
    Powers: Reveal this card to add 3 plus the scenario's adventure deck number to your Stealth check.
    Recharge this card to reduce all damage dealt to you by 2.
    Bury this card to examine the top card of your location deck; if you have the Shaman trait, you may recharge this card instead.
    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
    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
    BoAscension2
    Spoiler:
    BoAscension2
    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.
    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
    dark forest ---
    acquired cards 1 and 3 (demon hunter handbook and brilliance)
    examined cards 2 and 7 (Spiked Pit Trap and Lance) but location is now shuffled


    Turn 13: The hour is Blessing of Pulura
    Not corrupted
    .
    .
    .

    Move to Abyssal River

    Free exploration: Death of Righteousness
    Knowledge 10: 1d12 + 1 ⇒ (12) + 1 = 13
    Success
    I can help Thargrap if needed....


    Death of Righteousness
    Discard Blessing of Baphomet to double bless, Emil plays BoAscension
    Knowledge 10: 1d8 + 2 + 2d8 + 1d8 ⇒ (1) + 2 + (2, 1) + (2) = 8
    Dang.


    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 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:
    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 3
    Spoiler:
    Worm Demon
    Monster B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Monster 4
    Spoiler:
    Cambion
    Monster B

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

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

    Monster 5
    Spoiler:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Corrupted Crusaders
    Barrier B

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Corrupted Crusaders
    Barrier C

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Rallying Cry
    Barrier B

    Traits
    Task
    Cache

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    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:
    Force Shortbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

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

    Weapon 2
    Spoiler:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

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

    Weapon 3
    Spoiler:
    Aklys
    Weapon C

    Traits
    Club
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Scythe
    Weapon C

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

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

    Weapon 5
    Spoiler:
    Hand Crossbow
    Weapon C

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Random Spells:
    Spell 1
    Spoiler:
    Paralyze
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Dread Bolt
    Spell B

    Traits
    Magic
    Divine
    Attack
    Force
    Basic

    Check
    Wisdom
    Divine
    6

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

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

    Spell 3
    Spoiler:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

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

    Spell 4
    Spoiler:
    Protect
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    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:
    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:
    Corruptive Half-Plate
    Armor 2

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

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

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

    Armor 4
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Armor 5
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    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 2
    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 3
    Spoiler:
    Wand of Cancellation
    Item 1

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

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

    Item 4
    Spoiler:
    Horn of Assured Victory
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Portable Altar
    Item B

    Traits
    Object
    Divine
    Elite

    Check
    Wisdom
    Divine
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Blackwing Librarian
    Ally C

    Traits
    Human
    Wizard
    Basic

    Check
    Intelligence
    Knowledge
    6
    OR
    Diplomacy
    8

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

    Ally 2
    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 3
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

    Ally 4
    Spoiler:
    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 5
    Spoiler:
    Grizzled Mercenary
    Ally B

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Turn: 1 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Torag

    Top Blessing:
    Blessing of Torag
    Blessing C

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Thargrap)
    Spoiler:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    Combat
    9
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 4 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 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 Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 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 Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 11 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 13 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 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 17 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 17 (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 18 (Turn 19 Arueshalae)
    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 19 (Turn 20 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 20 (Turn 21 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 21 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 26 Thargrap)
    Spoiler:
    Blessing of 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 26 (Turn 27 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 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 30 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    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:
    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.

    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:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 4:
    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.

    Dark Forest Card 5:
    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 6:
    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.

    Dark Forest Card 7:
    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.

    Dark Forest Card 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    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:
    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.

    Eagle Rock Card 2:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

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

    Eagle Rock Card 3:
    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.

    Eagle Rock Card 4:
    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 5:
    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.

    Eagle Rock Card 6:
    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 7:
    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.

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Eagle Rock Card 10:
    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.

    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:
    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.

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands 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.

    Wounded Lands Card 5:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 6:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    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.

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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.

    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:
    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.

    Watchtower Card 2:
    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.

    Watchtower Card 3:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 5:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 6:
    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.

    Watchtower Card 7:
    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 8:
    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.

    Watchtower Card 9:
    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 10:
    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.

    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:
    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.

    Abyssal River Card 2:
    Ring of Climbing
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Strength
    Constitution
    6

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

    Abyssal River Card 3:
    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.

    Abyssal River Card 4:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

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

    Abyssal River Card 5:
    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.

    Abyssal River Card 6:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Abyssal River Card 7:
    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 8:
    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 9:
    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.

    Abyssal River Card 10:
    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.

    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:
    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.

    Defender's Heart Card 2:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Defender's Heart Card 3:
    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.

    Defender's Heart Card 4:
    Demonic Fly
    Monster 1

    Traits
    Vermin
    Demon

    Check
    Combat
    13

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

    Defender's Heart Card 5:
    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.

    Defender's Heart Card 6:
    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.

    Defender's Heart Card 7:
    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 8:
    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.

    Defender's Heart Card 9:
    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.

    Defender's Heart 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.

    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:
    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.

    Cavern Card 2:
    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.

    Cavern Card 3:
    Magic Padded Armor
    Armor C

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Cavern Card 4:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Cavern Card 5:
    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 6:
    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 7:
    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.

    Cavern Card 8:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Cavern Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

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

    Cavern Card 10:
    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.


  • Start at Abyssal River

    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.


    Defender's Heart

    Arueshalae wrote:

    Hand: Scale of Sacred Weaponry, Blessing of Ascension 1, Grave Tender, Demon Hunter's Handbook, Kimroth Otai, Arueshalae's Gift,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Defender's Heart
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Corrosive Dagger +1, Blessing of Ascension 2, Hand Crossbow, Giant Crossbow, Archer's Bracers, Blessing of Baphomet, Blessing of Ascension 4, Demonbane Light Crossbow +1, Blessing of Ascension 3, Blackwing Librarian, Magic Padded Armor
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

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

    Silver Crusade

    Cavern.

    Hand: Frog, Corroded Helm, Eagle Knight Dress Uniform, Blessing of Baphomet, Scythe
    Deck: 12 Discard: 0 Buried: 0
    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


    Mythic Charges 2


    Recharge Kimorth Otai and Grave Tender to draw: Demonbane Light Crossbow + 1

    Free exploration: Ranseur of the Gargoyle
    Failed
    Banished

    Discard Blessing of Ascension to explore: Wolverine
    Wisdom 8: 1d4 + 1d4 ⇒ (4) + (3) = 7
    Failed
    Banished

    Ending my turn.

    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Corrosive Dagger +1, Scale of Sacred Weaponry, Demon Hunter's Handbook, Blessing of Baphomet,

    Displayed: Arueshalae's Gift,
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Defender's Heart
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension 2, Magic Padded Armor, Giant Crossbow, Blessing of Ascension 3, Archer's Bracers, Hand Crossbow, Blessing of Ascension 4, Blackwing Librarian
    Recharged: Kimroth Otai, Grave Tender,
    Discard Pile: Blessing of Ascension 1,
    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


    Emil's Deck Handler

    Start at Eagle Rock.

    Emil wrote:

    Hand: Force Shortbow +1, Corrosive Dagger +1, Stalking Armor, Carbuncle, Blessing of Ascension 3, Blessing of Ascension 2,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Eagle Rock
    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): Composite Bow, Heavy Crossbow, Abyssal Traveller's Kit, Scale of Disguise, Manual of War, Mongrel Archer, Blessing of Ascension, Blessing of Baphomet, Frilled Lizard, Caravan Guard, Blessing of Baphomet 2
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


    So sorry to everyone for the hiaitus! Moving has been extremely busy.

    Start at Defender's Heart.

    "

    Thargrap wrote:

    Hand: Blessing of Ascension, Magic Scale Mail, Cold Iron Longsword, Retainer,

    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): Glibness, Blessing of Shax 2, Lann, Blessing of Deskari, Blessing of Torag, Scale of Resistance, Toughness, Blessing of Shax, Frigid Blast, Hungering Staff, Blessing of Baphomet, Blood Periapt, Fiery Glare
    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.

    "


    I'm ready to get back to this whenever others are.


    Fixing my ally encounter. I don't have Blessing of Baphomet.

    Summon: Green Faith Druid
    Conjure Demonling for first check.
    Combat 8: 8 = 8
    Demonbane Light Crossbow +1, Scale of Sacred Weaponry, Corrosive Dagger +1
    Combat 15-2=13: 1d8 + 3 + 1d8 + 1 + 2 + 1d4 + 1 ⇒ (7) + 3 + (5) + 1 + 2 + (4) + 1 = 23
    Success
    Defeated

    Summon random ally: Blackwing Librarian
    Diplomacy 8: 1d12 + 3 ⇒ (9) + 3 = 12
    Success
    Acquired

    Location closed.
    For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.

    Ending my turn.

    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Blackwing Librarian 2, Scale of Sacred Weaponry, Demon Hunter's Handbook, Blessing of Baphomet,

    Displayed: Arueshalae's Gift,
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Defender's Heart
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Don't forget my gift!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Ascension 2, Giant Crossbow, Magic Padded Armor, Archer's Bracers, Blessing of Ascension 3, Blackwing Librarian, Blessing of Ascension 4, Hand Crossbow
    Recharged: Kimroth Otai, Grave Tender, Corrosive Dagger +1,
    Discard Pile: Blessing of Ascension 1,
    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 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:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

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

    Monster 2
    Spoiler:
    Pitborn Scoundrel
    Monster C

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

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

    Monster 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

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

    Monster 5
    Spoiler:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    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:
    Spiked Pit Trap
    Barrier B

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Barrier 4
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

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

    Barrier 5
    Spoiler:
    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:
    Lance
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 2
    Spoiler:
    Battle Aspergillum
    Weapon C

    Traits
    Mace
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

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

    Weapon 3
    Spoiler:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

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

    Weapon 4
    Spoiler:
    Sickle
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    5

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

    Weapon 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Detect Thoughts
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Viper Strike
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 3
    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.

    Spell 4
    Spoiler:
    Detect Demon
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    4

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

    Spell 5
    Spoiler:
    Force Missile
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Random Armors:
    Armor 1
    Spoiler:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

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

    Armor 2
    Spoiler:
    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:
    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:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Armor 5
    Spoiler:
    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:
    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 2
    Spoiler:
    Demon Hunter's Handbook
    Item C

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

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

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

    Traits
    Object
    Magic
    Elite

    Check
    Intelligence
    Arcane
    Craft
    7

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

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    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 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:
    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:
    Warhorse
    Ally 2

    Traits
    Animal
    Mount
    Elite

    Check
    Wisdom
    Survival
    7

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

    Ally 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Abraxas
    Blessing C

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 3
    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 4
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 2 Thargrap/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Shax

    Top Blessing:
    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 Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Balazar)
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 4 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 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 4 (Turn 6 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 7 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 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 7 (Turn 9 Balazar)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (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 9 (Turn 11 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 13 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 16 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 17 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 16 (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 17 (Turn 19 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 20 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 21 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 22 (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 23 (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 24 (Turn 26 Thargrap)
    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 27 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 26 (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 27 (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 28 (Turn 30 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    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:
    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.

    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:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 4:
    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.

    Dark Forest Card 5:
    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 6:
    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.

    Dark Forest Card 7:
    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.

    Dark Forest Card 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    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
    Located here: Emil

    Eagle Rock Card 1:
    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.

    Eagle Rock Card 2:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

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

    Eagle Rock Card 3:
    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.

    Eagle Rock Card 4:
    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 5:
    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.

    Eagle Rock Card 6:
    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 7:
    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.

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Eagle Rock Card 10:
    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.

    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:
    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.

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands 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.

    Wounded Lands Card 5:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 6:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    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.

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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.

    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:
    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.

    Watchtower Card 2:
    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.

    Watchtower Card 3:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 5:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 6:
    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.

    Watchtower Card 7:
    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 8:
    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.

    Watchtower Card 9:
    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 10:
    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.

    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
    Located here: Balazar

    Abyssal River Card 1:
    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.

    Abyssal River Card 2:
    Ring of Climbing
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Strength
    Constitution
    6

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

    Abyssal River Card 3:
    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.

    Abyssal River Card 4:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

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

    Abyssal River Card 5:
    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.

    Abyssal River Card 6:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Abyssal River Card 7:
    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 8:
    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 9:
    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.

    Abyssal River Card 10:
    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.

    Defender's Heart
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any 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

    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

    Cavern Card 1:
    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.

    Cavern Card 2:
    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.

    Cavern Card 3:
    Magic Padded Armor
    Armor C

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Cavern Card 4:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Cavern Card 5:
    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 6:
    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 7:
    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.

    Cavern Card 8:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Cavern Card 9:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

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

    Cavern Card 10:
    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.


  • Thargrap will head to the Cavern and explore to find a Sickle and auto-acquire it.

    Blessing of Ascension to explore again. Temptation of Arms! Hmm... so are these arms that I can feed to Nulgreth? Oh, no, arms as in weapons. Still fun! Weapons are Lance, Battle Aspergillim, and Javeling of Lightning. I'll add the Javelin to my hand, and am dealt combat damage: 1d4 + 1 ⇒ (4) + 1 = 5 Banish Magic Scale Mail to reduce that to 0.

    Retainer to explore once more. Magic Padded Armor.
    Fortitude 4: 1d8 + 2 ⇒ (7) + 2 = 9 Acquired.

    End turn, discard the Javelin since it's Ranged and also the Sickle.

    "

    Thargrap wrote:

    Hand: Magic Padded Armor, Blessing of Torag, Cold Iron Longsword, Frigid Blast,

    Displayed: Blood God Nulgreth,
    Deck: 11 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Toughness, Blessing of Shax 2, Blessing of Deskari, Blood Periapt, Glibness, Scale of Resistance, Lann, Blessing of Baphomet, Fiery Glare, Blessing of Shax, Hungering Staff
    Recharged:
    Discard Pile: Blessing of Ascension, Retainer, Javelin of Lightning, Sickle,
    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.

    "


    Hour: Nethys

    Explore: Temptation of Attraction
    Draw three allies: Athlete, Researcher, Fortune-Teller
    Keep Fortune Teller, banish Vulture.
    Banish Temptation of Attraction.

    Discard Blessing of Abraxas to explore: Ring of Climbing Banished.

    End of turn.

    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, Fortune-Teller
    Displayed: Demoniac, Padrig
    Deck: 10 Discard: 1 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.

    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 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:
    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 2
    Spoiler:
    Pitborn Scoundrel
    Monster B

    Traits
    Pitborn
    Demon
    Rogue
    Elite

    Check
    Combat
    12

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

    Monster 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:
    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 B

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Temptation of 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:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

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

    Barrier 3
    Spoiler:
    Blood of Eustoyriax
    Barrier 2

    Traits
    Temptation
    Demon
    Corrupted

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    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 3
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

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

    Weapon 4
    Spoiler:
    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 5
    Spoiler:
    Quarterstaff of Vaulting
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Finesse
    Magic
    Elite

    Check
    Strength
    Melee
    9
    OR
    Acrobatics
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Fear
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Glamour
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Charisma
    Arcane
    8

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

    Spell 4
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Detect Good
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Helm
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

    Armor 2
    Spoiler:
    Hide Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

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

    Armor 3
    Spoiler:
    Helm of the Valkyrie
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

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

    Armor 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:
    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 2
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Item 3
    Spoiler:
    Potion of Striding
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Item 4
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Item 5
    Spoiler:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Hawk
    Ally B

    Traits
    Animal
    Arcane
    Basic

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    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 4
    Spoiler:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

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

    Ally 5
    Spoiler:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

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

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Shax
    Blessing B

    Traits
    Divine
    Shax
    Corrupted

    Check
    Combat
    9
    OR
    Divine
    5

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

    Turn: 4 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: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (Turn 6 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 7 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 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 5 (Turn 9 Balazar)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (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 7 (Turn 11 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 12 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 13 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 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 16 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 17 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 14 (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 15 (Turn 19 Arueshalae)
    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 16 (Turn 20 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 21 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (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 21 (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 22 (Turn 26 Thargrap)
    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 23 (Turn 27 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 24 (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 25 (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 26 (Turn 30 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    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:
    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.

    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:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 4:
    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.

    Dark Forest Card 5:
    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 6:
    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.

    Dark Forest Card 7:
    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.

    Dark Forest Card 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    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
    Located here: Emil

    Eagle Rock Card 1:
    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.

    Eagle Rock Card 2:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

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

    Eagle Rock Card 3:
    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.

    Eagle Rock Card 4:
    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 5:
    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.

    Eagle Rock Card 6:
    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 7:
    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.

    Eagle Rock Card 8:
    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.

    Eagle Rock Card 9:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Eagle Rock Card 10:
    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.

    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:
    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.

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands 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.

    Wounded Lands Card 5:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 6:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    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.

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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.

    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:
    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.

    Watchtower Card 2:
    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.

    Watchtower Card 3:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 5:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 6:
    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.

    Watchtower Card 7:
    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 8:
    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.

    Watchtower Card 9:
    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 10:
    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.

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

    Abyssal River Card 1:
    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.

    Abyssal River Card 2:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

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

    Abyssal River Card 3:
    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.

    Abyssal River 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.

    Abyssal River Card 5:
    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 6:
    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 7:
    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.

    Abyssal River Card 8:
    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.

    Defender's Heart
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any 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,

    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:1 Al:1 Bl:0 ?:1
    Located here: Linxia, Thargrap

    Cavern Card 1:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Cavern Card 2:
    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 3:
    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 4:
    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.

    Cavern Card 5:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Cavern Card 6:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

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

    Cavern Card 7:
    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.


  • Emil's Deck Handler

    The hour of Deskari
    Remain at Eagle Rock.

    Explore: Hungry Ghost Monk (Ally 1).
    Banish ally and encounter:

    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.

    Reveal Force Shortbow.
    Combat 8: 1d10 + 4 + 1d6 + 1 ⇒ (3) + 4 + (4) + 1 = 12 success
    Reveal Force Shortbow, discard BoAscension to bless.
    Combat 15: 2d10 + 4 + 1d6 + 1 ⇒ (2, 6) + 4 + (4) + 1 = 17 defeated
    Attempt to close location by summoning:
    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.

    Reveal Force Shortbow.
    Combat 8: 1d10 + 4 + 1d6 + 1 ⇒ (6) + 4 + (4) + 1 = 15 success
    Reveal Force Shortbow, discard BoAscension to bless.
    Combat 15: 2d10 + 4 + 1d6 + 1 ⇒ (1, 9) + 4 + (5) + 1 = 20 defeated
    Eagle Rock closed.

    End turn & reset hand.

    Emil wrote:

    Hand: Force Shortbow +1, Corrosive Dagger +1, Stalking Armor, Carbuncle, Blessing of Ascension, Blessing of Baphomet 2,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Eagle Rock
    Mythic Charges (Available): 2
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard Dagger 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): Mongrel Archer, Heavy Crossbow, Caravan Guard, Frilled Lizard, Abyssal Traveller's Kit, Blessing of Baphomet, Scale of Disguise, Composite Bow, Manual of War
    Recharged:
    Discard Pile: Blessing of Ascension 2, Blessing of Ascension 3,
    Buried Pile:

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

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


    During This Adventure: Adventure 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:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Monster 2
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    14

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

    Monster 3
    Spoiler:
    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:
    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 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Barrier 2
    Spoiler:
    Temptation of Lucre
    Barrier C

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Exposed Identity
    Barrier 1

    Traits
    Skirmish

    Check
    None

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

    Barrier 4
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

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

    Barrier 5
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Lance
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 2
    Spoiler:
    Quarterstaff of Vaulting
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Finesse
    Magic
    Elite

    Check
    Strength
    Melee
    9
    OR
    Acrobatics
    6

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

    Weapon 3
    Spoiler:
    Scizore
    Weapon C

    Traits
    Scizore
    Shield
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    9

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

    Weapon 4
    Spoiler:
    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:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    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.

    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:
    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:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    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:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 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:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Random Items:
    Item 1
    Spoiler:
    Potion of Striding
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Item 2
    Spoiler:
    Potion of Striding
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Item 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:
    Horn of Assured Victory
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Mantis Mask
    Item 2

    Traits
    Accessory
    Magic
    Achaekek

    Check
    Constitution
    Fortitude
    7

    Powers
    On your Melee or Ranged combat check, reveal this card to add 1. If you have a role card or reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison or Vermin trait, recharge this card to add 1 die.

    Random Allies:
    Ally 1
    Spoiler:
    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 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:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Ally 4
    Spoiler:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

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

    Ally 5
    Spoiler:
    Retainer
    Ally B

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    4

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

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

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 5 Linxia/Eliandra

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


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

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 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 4 (Turn 9 Balazar)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (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 6 (Turn 11 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 12 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 13 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 17 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 13 (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 14 (Turn 19 Arueshalae)
    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 20 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 16 (Turn 21 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 26 Thargrap)
    Spoiler:
    Blessing of 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 22 (Turn 27 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 23 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 29 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 30 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    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:
    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.

    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:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 4:
    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.

    Dark Forest Card 5:
    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 6:
    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.

    Dark Forest Card 7:
    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.

    Dark Forest Card 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    Eagle Rock
    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

    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:
    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.

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands 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.

    Wounded Lands Card 5:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 6:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    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.

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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.

    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:
    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.

    Watchtower Card 2:
    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.

    Watchtower Card 3:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 5:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 6:
    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.

    Watchtower Card 7:
    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 8:
    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.

    Watchtower Card 9:
    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 10:
    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.

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

    Abyssal River Card 1:
    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.

    Abyssal River Card 2:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

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

    Abyssal River Card 3:
    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.

    Abyssal River 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.

    Abyssal River Card 5:
    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 6:
    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 7:
    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.

    Abyssal River Card 8:
    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.

    Defender's Heart
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any 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,

    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:1 Al:1 Bl:0 ?:1
    Located here: Linxia, Thargrap

    Cavern Card 1:
    Recruit
    Ally B

    Traits
    Human
    Soldier
    Basic

    Check
    Charisma
    Diplomacy
    3

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

    Cavern Card 2:
    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 3:
    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 4:
    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.

    Cavern Card 5:
    Dire Rat
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8
    OR
    Dexterity
    Stealth
    6

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

    Cavern Card 6:
    Cambion
    Monster C

    Traits
    Outsider
    Demon
    Elite

    Check
    Combat
    12

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

    Cavern Card 7:
    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.

  • Silver Crusade

    Linxia explores! Recruit who turns out to be a sneaky Green Faith Druid.

    Combat 8: 1d10 + 2d4 + 3 ⇒ (7) + (4, 3) + 3 = 17

    Steals Emil’s BotA, but in a lawful way. So I guess seizes it.

    Combat 15: 2d10 + 2d4 + 3 ⇒ (8, 7) + (1, 3) + 3 = 22

    Druid has been reaped. Baphomet on the close.

    Strength 7: 3d10 + 1 ⇒ (7, 8, 8) + 1 = 24

    Closed, but not closed, cuz villain. Frog to go again. Omg, the villain!

    Thargrap, can you fight the servitor?


    Combat 8: 1d10 + 4 + 1d8 ⇒ (6) + 4 + (5) = 15
    Bury my Sickle from discards to add 1d6.
    Combat 15: 1d10 + 4 + 1d8 + 1d6 ⇒ (10) + 4 + (5) + (6) = 25

    Servitor defeated.

    Silver Crusade

    Fighting Vinst. Stealing Thargrap’s BoTorag

    Combat 13: 2d10 + 2d4 + 3 ⇒ (3, 6) + (4, 2) + 3 = 18

    Defeated. Recharge Corroded Helm. Move to Location: 1d4 ⇒ 1 Dark Forest.

    Hand: Interrogator, Cat o Nine Tails, Eagle Knight Dress Uniform, Blessing of the Ascension A, Scythe
    Deck: 10 Discard: 2 Buried: 0
    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


    Mythic Charges 2


    Dwarf Shaman | Deck Handler

    Start at abyssal river

    Shardra wrote:

    Hand: Petty Thief, Kolo (IH), Fireblade1, Frigid Blast1, Sagacity, Kolo,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0 Mythic Charges: 2
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 []+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:
    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.
    Kolo (IH)
    Spoiler:
    Kolo (IH)
    Traits: Animal, Spirit, Divine, Veteran
    Powers: Reveal this card to add 3 plus the scenario's adventure deck number to your Stealth check.
    Recharge this card to reduce all damage dealt to you by 2.
    Bury this card to examine the top card of your location deck; if you have the Shaman trait, you may recharge this card instead.
    Frigid 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
    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
    Sagacity
    Spoiler:
    Sagacity
    Traits: Magic, Arcane, Divine, Basic
    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.
    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.

    Displayed descriptions:
    "

    Random explore
    Abyssal River: 1d9 ⇒ 1 Salamander

    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.

    use frigid blast
    Salamander DC 15 combat: 1d10 + 5 + 2d4 + 1d10 ⇒ (9) + 5 + (3, 4) + (9) = 30 defeated, draw random armor: Padded Armor
    Frigid blast dc 8 recharge: 1d10 + 5 ⇒ (9) + 5 = 14 recharged

    Discard Petty thief to examine top card

    random examine: 1d8 + 1 ⇒ (6) + 1 = 7 Mongrel wizfart. Since Bane, encounter and add 1d6

    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.

    BYA discard padded armor
    Random Monster = Ghoul. DC 11

    use Fireblade
    Mongrel Wizard DC 11 combat: 1d10 + 5 + 2d4 + 1d6 ⇒ (9) + 5 + (3, 3) + (5) = 25 defeated
    Fireblade: 1d10 + 5 ⇒ (4) + 5 = 9 recharged

    AYA recharge Kolo to reduce to 0

    EOT
    n/a

    RESET

    Shardra wrote:

    Hand: Demon Hunter's Handbook, BoAscension2, Codex1, Sagacity, Kolo,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0 Mythic Charges: 2
    Notes: feel free to use cards/abilities as needed.

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2
    Dexterity d4 []+1
    Constitution d10 []+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:
    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.
    Sagacity
    Spoiler:
    Sagacity
    Traits: Magic, Arcane, Divine, Basic
    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.
    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
    BoAscension2
    Spoiler:
    BoAscension2
    Traits: Divine, Mythic, Basic
    Powers: If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Displayed descriptions:
    "

    TLDR
    Abyssal River
    Cards 1 and 7 banished (Salamander/mongrel wizard)
    Padded Armor acquired from box (defeated salamander)


    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:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Monster 2
    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 3
    Spoiler:
    Salamander
    Monster 2

    Traits
    Outsider

    Check
    Combat
    15

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

    Monster 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:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

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

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

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Sin Seeker
    Barrier 1

    Traits
    Curse
    Veteran

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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:
    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:
    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:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    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:
    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 4
    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.

    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:
    Glamour
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Charisma
    Arcane
    8

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

    Spell 2
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Brand of Hobbling
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    When you would bury or banish a monster from your hand or discard a spell for its power, discard this card to recharge that card instead. You may play this card even if you played another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

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

    Spell 5
    Spoiler:
    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:
    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:
    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 3
    Spoiler:
    Hide Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

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

    Armor 4
    Spoiler:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Random Items:
    Item 1
    Spoiler:
    Potion of Nightvision
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 2
    Spoiler:
    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:
    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:
    Centipede Venom
    Item B

    Traits
    Liquid
    Poison
    Elite

    Check
    Intelligence
    Craft
    7

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

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Raconteur
    Ally B

    Traits
    Gnome
    Bard

    Check
    Charisma
    Diplomacy
    5

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

    Ally 2
    Spoiler:
    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:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Ally 4
    Spoiler:
    Frog
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    6

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

    Ally 5
    Spoiler:
    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.

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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 Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard 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: 7 Arueshalae/Hawkmoon269

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (Turn 9 Balazar)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (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 4 (Turn 11 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 12 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 13 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 16 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 17 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 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 12 (Turn 19 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 20 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 21 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 17 (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 18 (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 19 (Turn 26 Thargrap)
    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 20 (Turn 27 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 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 22 (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 23 (Turn 30 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    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:0 ?:3

    Dark Forest Card 1:
    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.

    Dark Forest Card 2:
    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 3:
    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.

    Dark Forest Card 4:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 5:
    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.

    Dark Forest Card 6:
    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.

    Dark Forest Card 7:
    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 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    Dark Forest Card 11:
    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.

    Eagle Rock
    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

    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 ?:2

    Wounded Lands Card 1:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    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.

    Wounded Lands Card 4:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 5:
    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.

    Wounded Lands Card 6:
    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.

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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 11:
    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.

    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 ?:2

    Watchtower Card 1:
    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.

    Watchtower 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.

    Watchtower Card 3:
    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.

    Watchtower Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 5:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 6:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 7:
    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 8:
    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 9:
    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.

    Watchtower Card 10:
    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.

    Watchtower Card 11:
    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.

    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:1 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:3
    Located here: Balazar, Shardra

    Abyssal River Card 1:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Abyssal River Card 2:
    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:
    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.

    Abyssal River Card 4:
    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 5:
    Animal Tamer
    Ally B

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    9

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

    Abyssal River Card 6:
    Spiked Pit Trap
    Barrier C

    Traits
    Trap
    Veteran

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

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

    Abyssal River Card 7:
    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.

    Defender's Heart
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any 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,

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


  • BoTorag discarded for Elizabeth.


    Turn 7: The hour is Blessing of Ascension

    Arueshale moves to Abyssal River

    Free exploration: Blessing of Ascension
    Automatically acquired (I have a mythic token)

    Discard Blackwing Librarian to explore: Worm Demon
    Demonbane Light Crossbow +1, Demon Hunter's Handbook
    Combat 10: 1d8 + 4 + 1d8 + 1 + 1d8 + 1d4 ⇒ (5) + 4 + (3) + 1 + (7) + (3) = 23
    Success
    Knowledge 5: 1d12 + 1 ⇒ (12) + 1 = 13
    Success. Handbook revealed.
    Defeated

    Discard Blessing of Ascension to explore: Skitter
    Intelligence 6: 1d6 ⇒ 1
    Failed
    Banished

    Ending my turn.

    Arueshalae wrote:

    Hand: Demonbane Light Crossbow +1, Archer's Bracers, Scale of Sacred Weaponry, Demon Hunter's Handbook, Blessing of Baphomet,

    Displayed: Arueshalae's Gift,
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Defender's Heart
    Hero Points: 0
    Mythic Tokens: 1
    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 3, Blessing of Ascension 2, Magic Padded Armor, Giant Crossbow, Blessing of Ascension 4, Blackwing Librarian
    Recharged: Kimroth Otai, Grave Tender, Corrosive Dagger +1,
    Discard Pile: Blessing of Ascension 1, Blackwing Librarian 2, Blessing of Ascension 5,
    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 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:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    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 3
    Spoiler:
    Man-Eating Aurochs
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Monster 4
    Spoiler:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

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

    Monster 5
    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.

    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:
    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 4
    Spoiler:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Corrupted Crusaders
    Barrier C

    Traits
    Cache
    Skirmish
    Basic

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Force Shortbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

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

    Weapon 2
    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 3
    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 4
    Spoiler:
    Scythe
    Weapon C

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

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

    Weapon 5
    Spoiler:
    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.

    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:
    Desecrate
    Spell 2

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    8

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

    Spell 3
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Sacred Weapon
    Spell B

    Traits
    Magic
    Divine
    Attack
    Veteran

    Check
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Viper Strike
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    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:
    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:
    Hide Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    3

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

    Armor 4
    Spoiler:
    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

    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:
    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:
    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 3
    Spoiler:
    Book of the Loremaster
    Item C

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    5

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

    Item 4
    Spoiler:
    Book of the Loremaster
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    5

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

    Item 5
    Spoiler:
    Horn of Assured Victory
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
    Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Ally 2
    Spoiler:
    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:
    Warhorse
    Ally 2

    Traits
    Animal
    Mount
    Elite

    Check
    Wisdom
    Survival
    7

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

    Ally 4
    Spoiler:
    Minotaur Mercenary
    Ally 2

    Traits
    Minotaur
    Hireling
    Elite

    Check
    Banish a
    weapon
    0

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

    Ally 5
    Spoiler:
    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 Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Ascension
    Blessing 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 Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Turn: 8 Thargrap/Cartmanbeck

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 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 C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 12 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 13 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 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 17 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 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 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 20 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 13 (Turn 21 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 14 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 26 Thargrap)
    Spoiler:
    Blessing of 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 19 (Turn 27 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 20 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 29 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 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.

    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:0 ?:3

    Dark Forest Card 1:
    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.

    Dark Forest Card 2:
    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 3:
    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.

    Dark Forest Card 4:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 5:
    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.

    Dark Forest Card 6:
    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.

    Dark Forest Card 7:
    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 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    Dark Forest Card 11:
    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.

    Eagle Rock
    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

    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 ?:2

    Wounded Lands Card 1:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    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.

    Wounded Lands Card 4:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 5:
    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.

    Wounded Lands Card 6:
    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.

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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 11:
    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.

    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 ?:2

    Watchtower Card 1:
    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.

    Watchtower 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.

    Watchtower Card 3:
    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.

    Watchtower Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 5:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 6:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 7:
    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 8:
    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 9:
    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.

    Watchtower Card 10:
    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.

    Watchtower Card 11:
    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.

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

    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:
    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.

    Abyssal River Card 3:
    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.

    Abyssal River Card 4:
    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.

    Defender's Heart
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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


  • Thargrap heads to the Abyssal River, nodding to his allies.

    He then heads deeper into the water and is caught in a Tangle Trap. Reveal my longsword.
    Strength 7: 1d10 + 2 + 1d4 ⇒ (2) + 2 + (4) = 8 Defeated.

    Banish Frigid Blast to draw a card, which is Fiery Glare. Banish the Sickle from my buried to draw a card, which is Scale of Resistance. No more explores, so that's it for me. I'll recharge the Magic Padded Armor then reset.

    "

    Thargrap wrote:

    Hand: Blood Periapt, Fiery Glare, Cold Iron Longsword, Scale of Resistance,

    Displayed: Blood God Nulgreth,
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Glibness, Lann, Toughness, Hungering Staff, Blessing of Shax 2, Blessing of Baphomet, Blessing of Shax, Blessing of Deskari
    Recharged: Magic Padded Armor,
    Discard Pile: Blessing of Ascension, Retainer, Javelin of Lightning, Blessing of Torag,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 [ooc]☐ +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.

    "


    Hour: Sarenrae

    Fortune-Teller foresees a boon. Examine: Animal Tamer, but actually Green Faith Druid in disguise. Encountered.
    Spend a Mythic Point to conjure a Wrecker Demon for the first CtD.
    Reveal Enchanted Fang for Padrig, cast Enchanted Fang for +d4, reveal Sage's Journal for +d4, reduced by 2 for conjuring
    Combat 15-2=13: 2d10 + 1d4 + 1d4 ⇒ (10, 6) + (1) + (2) = 19 Defeated.
    Recover Enchanted Fang Arcane 7: 1d12 + 3 ⇒ (1) + 3 = 4 Discarded.

    Close: Discard Sagacity Closed.
    Discard Mist Horn for Poison damage.

    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, Black Spot, Enchanted Fang, Glibness, Elven Chain Shirt, Sage's Journal, Fortune-Teller
    Displayed: Demoniac, Padrig
    Deck: 6 Discard: 4 Buried: 0
    Hero Points: Shirt Reroll Available (2-A):
    Notes: Mythic Points: 1
    Agility:
    Agility
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Black Spot:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Enchanted Fang:
    Enchanted Fang
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Glibness:
    Glibness
    Spell B

    Traits
    Arcane
    Divine
    Elite
    Magic

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    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 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:
    Blasphemous Priest
    Monster B

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Berbalang
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    18

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

    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:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

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

    Monster 5
    Spoiler:
    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.

    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:
    Temptation of Lucre
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    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:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

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

    Barrier 5
    Spoiler:
    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.

    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:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

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

    Weapon 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:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    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:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Life Drain
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    9

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

    Spell 4
    Spoiler:
    Sagacity
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

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

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

    Traits
    Heavy Armor
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    Charisma
    8

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

    Armor 2
    Spoiler:
    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:
    Spellcaster's Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Arcane
    Divine
    6

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

    Armor 4
    Spoiler:
    Gossamer Shrouds
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

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

    Armor 5
    Spoiler:
    Malevolent Buckler
    Armor 1

    Traits
    Shield
    Magic
    Corrupted

    Check
    Constitution
    Fortitude
    6

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

    Random Items:
    Item 1
    Spoiler:
    Mantis Mask
    Item 2

    Traits
    Accessory
    Magic
    Achaekek

    Check
    Constitution
    Fortitude
    7

    Powers
    On your Melee or Ranged combat check, reveal this card to add 1. If you have a role card or reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison or Vermin trait, recharge this card to add 1 die.

    Item 2
    Spoiler:
    Silver Raven Figurine
    Item B

    Traits
    Object
    Magic
    Elite

    Check
    Intelligence
    Arcane
    Craft
    7

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

    Item 3
    Spoiler:
    Caltrop Bead
    Item B

    Traits
    Object
    Magic
    Basic

    Check
    Dexterity
    6

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

    Item 4
    Spoiler:
    Sanguine Talisman
    Item 2

    Traits
    Accessory
    Magic
    Corrupted
    Veteran

    Check
    Wisdom
    Divine
    7

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

    Item 5
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Random Allies:
    Ally 1
    Spoiler:
    Blackwing Librarian
    Ally C

    Traits
    Human
    Wizard
    Basic

    Check
    Intelligence
    Knowledge
    6
    OR
    Diplomacy
    8

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

    Ally 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:
    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:
    Frog
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    6

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

    Ally 5
    Spoiler:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Turn: 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 C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 12 Shardra)
    Spoiler:
    Blessing of Sarenrae
    Blessing C

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 13 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 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 16 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 17 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 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 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 20 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 21 Balazar)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 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 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 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 17 (Turn 27 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 18 (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 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 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.

    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:0 ?:3

    Dark Forest Card 1:
    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.

    Dark Forest Card 2:
    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 3:
    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.

    Dark Forest Card 4:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 5:
    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.

    Dark Forest Card 6:
    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.

    Dark Forest Card 7:
    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 8:
    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.

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    Dark Forest Card 11:
    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.

    Eagle Rock
    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

    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 ?:2

    Wounded Lands Card 1:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    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.

    Wounded Lands Card 4:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 5:
    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.

    Wounded Lands Card 6:
    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.

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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 11:
    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.

    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 ?:2

    Watchtower Card 1:
    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.

    Watchtower 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.

    Watchtower Card 3:
    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.

    Watchtower Card 4:
    Magic Padded Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 5:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 6:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 7:
    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 8:
    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 9:
    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.

    Watchtower Card 10:
    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.

    Watchtower Card 11:
    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.

    Abyssal River
    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, Shardra, Arue, Thargrap

    Defender's Heart
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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


  • Emil's Deck Handler

    Off turn: Discard BotAscension for Linxia's check.

    Start of turn: The hour of Ascension
    Move to Watchtower.

    Explore:

    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.

    Discard Stalking Armor for BYA Poison damage.
    Reveal Force Shortbow.
    Combat 8: 1d10 + 4 + 1d6 + 1 ⇒ (2) + 4 + (3) + 1 = 10 defeated

    Recharge Carbuncle 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.

    Random open location: 1d3 ⇒ 1
    Carbuncle is instead shuffled into Wounded Lands.
    Fail BYA with 1d4, difficulty of checks increased by 1 for the rest of the turn.
    Reveal Force Shortbow.
    Combat 9+1=10: 1d10 + 4 + 1d6 + 1 ⇒ (1) + 4 + (1) + 1 = 7 failed
    Discard Force Shortbow +1 and BoBaphomet for damage.
    Watchtower shuffled.

    End turn & reset hand.

    Emil wrote:

    Hand: Composite Bow, Corrosive Dagger +1, Heavy Crossbow, Scale of Disguise, Caravan Guard, Frilled Lizard,

    Displayed:
    Deck: 4 Discard: 6 Buried: 0
    Current Location: Watchtower
    Mythic Charges (Available): 2
    NOTES:
    Available Support: Feel free to use:
    Local -
    Distant - Emil can discard Dagger 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): Mongrel Archer, Manual of War, Abyssal Traveller's Kit, Blessing of Baphomet
    Recharged:
    Discard Pile: Blessing of Ascension 2, Blessing of Ascension 3, Blessing of Ascension, Stalking Armor, Force Shortbow +1, Blessing of Baphomet 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.

    Turn summary:
    Carbuncle shuffled into Wounded Lands
    Watchtower card 1 banished, the rest of the location is shuffled.


    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:
    Mercenary
    Monster C

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Cave Lizard
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Giant Fly
    Monster B

    Traits
    Vermin
    Elite

    Check
    Combat
    9

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

    Monster 4
    Spoiler:
    Cultist Archer
    Monster 2

    Traits
    Half-Elf
    Cultist
    Ranger

    Check
    Combat
    14

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

    Monster 5
    Spoiler:
    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.

    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:
    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:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

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

    Barrier 4
    Spoiler:
    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:
    Rallying Cry
    Barrier B

    Traits
    Task
    Cache

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Cold Iron 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 2
    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 3
    Spoiler:
    Sinderbos
    Weapon 2

    Traits
    Hammer
    Corrupted
    Magic
    Fire

    Check
    Strength
    Melee
    Craft
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if you previously played this weapon during this encounter, add an additional 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result. If this card has the Corrupted trait when you reroll the dice, bury it instead.
    Recharge this card to add 1d6+1 to your Craft or Disable check.

    Weapon 4
    Spoiler:
    Hand Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 5
    Spoiler:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Random Spells:
    Spell 1
    Spoiler:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 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:
    Skitter
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Elite

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    7

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

    Spell 4
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Consecrate
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

    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:
    Corruptive Half-Plate
    Armor 2

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

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

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

    Armor 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:
    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

    Armor 5
    Spoiler:
    Spiny Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    Spoiler:
    Potion of Beast Skin
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Item 2
    Spoiler:
    Holy Phylactery
    Item B

    Traits
    Object
    Divine
    Veteran

    Check
    Divine
    6

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

    Item 3
    Spoiler:
    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:
    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 5
    Spoiler:
    Nahyndrian Elixer
    Item 2

    Traits
    Liquid
    Temptation
    Corrupted
    Mythic

    Check
    Intelligence
    Craft
    Knowledge
    10

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

    Random Allies:
    Ally 1
    Spoiler:
    Belthis Loumis
    Ally B

    Traits
    Human
    Hireling

    Check
    Craft
    6
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    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:
    Warhorse
    Ally 2

    Traits
    Animal
    Mount
    Elite

    Check
    Wisdom
    Survival
    7

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

    Ally 4
    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 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Deskari
    Blessing 1

    Traits
    Divine
    Deskari
    Corrupted
    Veteran

    Check
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Iomedae
    Blessing 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 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Turn: 11 Linxia/Eliandra

    Top of Blessing Discard Pile: Blessing of Ascension

    Top Blessing:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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


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

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 13 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 14 Thargrap)
    Spoiler:
    Blessing of Pulura
    Blessing B

    Traits
    Divine
    Pulura

    Check
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 15 Balazar)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 16 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 17 Linxia)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 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 8 (Turn 19 Arueshalae)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 20 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 10 (Turn 21 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 11 (Turn 22 Emil)
    Spoiler:
    Blessing of Abraxas
    Blessing B

    Traits
    Divine
    Abraxas
    Corrupted

    Check
    Arcane
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 23 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing C

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 24 Shardra)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 25 Arueshalae)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 26 Thargrap)
    Spoiler:
    Blessing of 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 16 (Turn 27 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 17 (Turn 28 Emil)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 29 Linxia)
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 30 Shardra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    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:2 Bl:0 ?:3
    Notes: Carbuncle

    Dark Forest Card 1:
    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.

    Dark Forest Card 2:
    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 Card 3:
    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.

    Dark Forest Card 4:
    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.

    Dark Forest Card 5:
    Carbuncle
    Ally C

    Traits
    Aberration

    Check
    None
    0

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

    Dark Forest Card 6:
    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 7:
    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.

    Dark Forest Card 8:
    Full Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Dark Forest Card 9:
    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.

    Dark Forest Card 10:
    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.

    Dark Forest Card 11:
    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 12:
    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.

    Eagle Rock
    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

    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 ?:2

    Wounded Lands Card 1:
    Stalking Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Wounded Lands Card 2:
    Demonic Obedience
    Barrier 2

    Traits
    Task
    Veteran

    Check
    None

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

    Wounded Lands Card 3:
    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.

    Wounded Lands Card 4:
    Mongrel Ranger
    Monster B

    Traits
    Mongrel
    Ranger
    Elite

    Check
    Combat
    0

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

    Wounded Lands Card 5:
    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.

    Wounded Lands Card 6:
    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.

    Wounded Lands Card 7:
    Temptation of Invincibility
    Barrier B

    Traits
    Temptation

    Check
    None
    0

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

    Wounded Lands Card 8:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

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

    Wounded Lands Card 9:
    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.

    Wounded Lands Card 10:
    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 11:
    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.

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

    Watchtower Card 1:
    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.

    Watchtower Card 2:
    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.

    Watchtower Card 3:
    Stalking Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Watchtower Card 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.

    Watchtower Card 5:
    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 6:
    Riding Horse
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

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

    Watchtower Card 7:
    Athlete
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Dexterity
    Acrobatics
    7
    OR
    Charisma
    Diplomacy
    6

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

    Watchtower Card 8:
    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.

    Watchtower Card 9:
    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.

    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
    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, Shardra, Arue, Thargrap

    Defender's Heart
    At This Location: For the rest of the scenario, add 1 to checks to acquire allies by characters at any location.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

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