Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Sacred Prism
Spoiler:
Loot Item B
Traits:
Object
Divine
Alchemical
Recharge this card to add the Magic trait to any check by a character at your location.
Bury or banish this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury or banish this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Banner of Valor
Spoiler:
Loot Item 2
Traits:
Object
Magic
Iomedae
Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. 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. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.
Scale of Sacred Weaponry
Spoiler:
Loot Item 1
Traits:
Object
Magic
Terendelev
Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.
Black Robe
Spoiler:
Loot Item 3
Traits:
Accessory
Magic
Corrupted
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.
Fiendsplitter
Spoiler:
Loot Weapon 3
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Torag
For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.
Spherewalker Staff
Spoiler:
Loot Item 3
Traits:
Staff
Magic
Desna
Owner: Arueshalae
During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.
Swallowtail Bracers
Spoiler:
Loot Item 3
Traits:
Accessory
Magic
Desna
Owner: Arueshalae
Reveal this card to add 1 to your non-combat check.
When a character at your location plays a boon that has the Desna trait on a check, recharge this card to add 1 die to that check.
Transmogrify
Spoiler:
Loot Spell 4
Traits:
Magic
Arcane
Divine
Attack
When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.
Blessing of Abraxas
Spoiler:
Blessing B
Traits:
Divine
Abraxas
Corrupted
To Acquire:
Arcane 7
OR
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Baphomet
Spoiler:
Blessing B
Traits:
Divine
Baphomet
Corrupted
To Acquire:
Melee 7
OR
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Blessing of Shax
Spoiler:
Blessing B
Traits:
Divine
Shax
Corrupted
To Acquire:
Combat 9
OR
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Deskari
Spoiler:
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran
To Acquire:
Survival 7
OR
Divine 5
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 of Sifkesh
Spoiler:
Blessing 5
To Acquire:
Bury any card
OR
Divine 5
Traits:
Divine
Sifkesh
Corrupted
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
Blessing of Xoveron
Spoiler:
Blessing 5
Traits:
Divine
Xoveron
Corrupted
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
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.
Blancher
Spoiler:
Loot Weapon 4
Traits:
Pick
Melee
Piercing
2-Handed
Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d6+4; you may additionally discard this card to add another 2d6. If any d6 rolled on this check is a 6, count it as a 7. If a monster has an effect that increases the difficulty of this check, ignore that effect.
Blessing of Nocticula (x2)
Spoiler:
Loot Blessing 4
Traits:
Divine
Nocticula
Corrupted
Veteran
Discard this card to add 1 die to any check.
Discard this card to add 2 dice plus the scenario's adventure deck number to your check; if the top card of the blessings discard pile does not have the Corrupted trait, remove this card from the game instead of discarding it.
When this card would be banished, remove it from the game instead.
Firebow
Spoiler:
Loot Weapon 4
Traits:
Bow
Ranged
Piercing
2-Handed
Fire
Magic
Mythic
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 4; you may additionally recharge this card to add another 2d6. You may expend a mythic charge to ignore a bane's immunity to the Fire trait on the check. If not proficient with weapons, the difficulty of the check is increased by 4.
If proficient with weapons, you may discard this card to add 1d6+2 and the Fire trait to a combat check by a character at another location.
Scale of Cloudwalking
Spoiler:
Loot Item 1
Traits:
Object
Magic
Terendelev
At the end of your turn, recharge this card to move.
Amulet of the Abyss
Spoiler:
Loot Item 5
Traits:
Accessory
Magic
Divine
Corrupted
Mythic
If this card has the Corrupted trait, bury a blessing or you may not play this card.
Reveal this card to reduce Electricity, Poison, Acid, Cold, or Fire damage dealt to you by 4.
Recharge this card to add 1d20 to your check to defeat a monster that has the Minotaur or Mythic trait.
Blessing of Pulura
Spoiler:
Blessing B
Traits:
Divine
Pulura
To Acquire:
Charisma 7
OR
Divine 5
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.
Chalice of Ozem
Spoiler:
Loot Item 5
Traits:
Object
Magic
Divine
Iomedae
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, recharge this card.
Bury this card to get 2 mythic charges.
Dawnflower's Kiss
Spoiler:
Loot Weapon 5
Traits:
Sword
Melee
Magic
Divine
Sarenrae
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+4; you may recharge a blessing to add 1d8 and the Fire trait, or 2d6 and the Fire trait if the blessing has the Sarenrae trait. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card and expend a mythic charge to add 1d20 and the Fire trait to a combat check at another location.
Reveal this card to reduce damage dealt to you by 2, or by 4 if dealt by a bane that has the Demon trait.
Reveal this card and bury a blessing that has the Iomedae trait to allow a character at your location to shuffle 1d4+4 random cards from his discard pile into his deck.
If proficient with light armors, you may recharge this card when you reset your hand.
Mournful Razor
Spoiler:
Loot Weapon 6
Traits:
Knife
Melee
Slashing
Finesse
Magic
Mythic
For your combat check, reveal this card and expend a mythic charge to use your Strength, Melee, or Dexterity skill + 2d20. If any d20 rolled on this check is a 20, you automatically succeed at the check.
Robe of the Rifts
Spoiler:
Loot Item 6
Traits:
Clothing
Attack
Magic
Corrupted
Mythic
For your combat check, recharge this card and expend a mythic charge to use your Arcane skill + 2d20. If this card has the Corrupted trait, banish all cards in your discard pile that have the Divine trait and do not have the Corrupted trait.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 3d4+6; you may additionally expend a mythic charge to add another 1d20 and the Acid or Poison trait.
When playing another weapon, you may discard this card to add 2d4+2 and the Acid or Poison trait to your combat check.
After you draw the last card of your deck, bury this card to shuffle 5 random cards from your discard pile into your deck.
Summoned Henchmen:
Ash Giant Thug
Spoiler:
Monster Henchman 4
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR
Arcane/Divine 18
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem.
Blood Demon
Spoiler:
Monster Henchman 2
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 17
The Blood Demon is immune to the 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.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.
Brimorak
Spoiler:
Monster Henchman B
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits.
The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number.
All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Corrupted Soldier
Spoiler:
Monster Henchman B
Traits:
Human
Soldier
Veteran
To Defeat:
Combat 9
OR
Charisma/Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Baphomet
Spoiler:
Monster Henchman B
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Deskari
Spoiler:
Monster Henchman 1
Traits:
Human
Cleric
Cultist
Veteran
To Defeat:
Combat 10
The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
The Defiled One
Spoiler:
Monster Villain 4
Traits:
Outsider
Undead
Angel
Mythic
To Defeat:
Combat 28
THEN
Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Demonic Platoon
Spoiler:
Barrier Henchman 2
Traits:
Army
Skirmish
Demon
To Defeat:
Combat 19
OR
Arcane/Knowledge/Divine/Perception/Diplomacy 11
The Demonic Platoon is immune to the Electricity and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck.
If defeated, you may immediately close the location this henchman came from.
Demonling
Spoiler:
Monster Henchman B
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 8
The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.
Derakni
Spoiler:
Monster Henchman B
Traits:
Outsider
Demon
To Defeat:
Combat 13
The Derakni is immune to the Electricity and Poison traits.
Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your location attempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
To Defeat:
Combat 66
THEN
Combat 66
THEN
Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
If undefeated, you die.
"Mine are a billion buzzing wings. I am the Usher of the Apocalypse, which begins now." —Deskari
Devastator
Spoiler:
Monster Henchman 6
Traits:
Construct
Mythic
To Defeat:
Combat 40
The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.
While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.
The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Minotaur
Spoiler:
Monster Henchman B
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fiendish Tree
Spoiler:
Monster Henchman B
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Harvester
Spoiler:
Monster Henchman 4
Traits:
Outsider
To Defeat:
Combat 27
The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
Damage dealt by the Harvester is dealt to each character at your location.
Before you act, each character at another location must succeed at a Strength 12 check or move to your location.
When a demon lord needs to guard a defiled angel, he usually chooses something decidedly non-angelic.[/i]
Ivory Templar
Spoiler:
Monster Henchman 3
Traits:
Human
Paladin
To Defeat:
Combat 20
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.
Khorramzadeh
Spoiler:
Monster Villain B
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 50
THEN
Combat 50
Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
If you fail a check to defeat Khorramzadeh, you die.
If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.
Labyrinth Minotaur
Spoiler:
Monster Henchman 5
Traits:
Outsider
Minotaur
To Defeat:
Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location.
If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Lust Demon
Spoiler:
Monster Henchman 4
Traits:
Outsider
Demon
To Defeat:
Combat 20
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.
Mongrel Traitor
Spoiler:
Monster Henchman 1
Traits:
Mongrel
Soldier
To Defeat:
(See Below)
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Ommors
Spoiler:
Monster Villain 3
Traits:
Fiend
Outsider
To Defeat:
Combat 28
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.
Ravener Terendelev
Spoiler:
Monster Henchman 6
Traits:
Undead
Dragon
Mythic
To Defeat:
Combat 30
THEN
Combat 35
Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12.
Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.
While you act, characters at other locations cannot play cards or use powers.
Rift Demon
Spoiler:
Monster Henchman 6
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure's servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.
Shadow Demon
Spoiler:
Monster Henchman 3
Traits:
Outsider
Demon
Incorporeal
Servitor
To Defeat:
Combat 20
The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." —Spymaster Anevia
Shamira
Spoiler:
Monster Henchman 4
Traits:
Outsider
Demon
Fire
Mythic
To Defeat:
Combat 40
OR
Charisma/Diplomacy 16
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
"It's not my job to deal with intruders. It's my job to discourage the existence of intruders." —Shamira
Treachery Demon
Spoiler:
Monster Henchman 5
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
Ulkreth
Spoiler:
Monster Henchman B
Traits:
Outsider
Demon
To Defeat:
Combat 16
OR
Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
Vulture Demon
Spoiler:
Monster Henchman 4
Traits:
Outsider
Demon
Servitor
To Defeat:
Combat 19
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constitution or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you.
Wight
Spoiler:
Monster Henchman B
Traits:
Undead
Wight
To Defeat:
Combat 10
OR
Wisdom/Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.
Summoned Locations:
Maze
Spoiler:
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Middle of Nowhere
Spoiler:
At This Location: You cannot play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed; it cannot be opened.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Summoned Cohorts:
Aucinda Fermender
Spoiler:
Cohort 6
Traits:
Half-Orc
Rogue
When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
Put this card on top of your deck to move.
Put this card on top of your deck to examine the bottom card of any location deck.
Brutalized Flesh Golem
Spoiler:
Cohort 4
Traits:
Construct
Golem
Mythic
You may display this card.
While displayed, you may recharge this card to reduce damage other than Combat damage dealt to a character at your location to 0, or discard this card to explore your location; if you discard it, during this exploration, banish any boons you encounter and add 1d6 plus your number of mythic charges to your combat checks.
While displayed, at the end of your turn, if you have mythic charges, banish this card.
Looks like there'll be an Armor 1 upgrade available for Mother Myrtle regardless of what Kess chooses.
Next scenario intro is up! After you've finalized upgrades, choose starting locations and draw opening hands, and decide who will start with the cohort. (Although like in Scenario 1A, as soon as it's displayed I'll add the cohort text into the update posts.)
Rewards
Similar level of interest for the Sacred Prism as Erasmus
Hero Point stored
Skill Feat:
Dexterity d12☑ +1☑ +2☐ +3☐ +4
Mythic Trickster
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more changes. If you do after the encounter, you may move, ignoring any movement restrictions, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Saving the HP 2 remain. Skill feat +1 to Wisdom.
ally 1:1d1000 ⇒ 715
Mythic Hierophant
Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck. Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand. That character is no longer dead.
Next intro scenario is up! Sounds like loot, upgrades, and mythic paths are all taken care of. Choose your starting locations and draw your opening hands, decide who gets the cohort, and take your first # (ie 2) mythic charges!
Note about the cohort: for organized play, "removing from the vault" doesn't really exist, so banishing a cohort does *not* have as dire a consequence as in non-organized play.
Also, preemptive clarification on mythic powers: regardless of the number of mythic charges you spend on a given check, you only get the additional bonus once. (ie If a Mythic Marshal uses 2 mythic charges on a check, they can turn 2 dice into d20s, but can only redistribute 1 mythic charge to another local character if they succeed.)
Spending the hero point on power feat on the Or divine part of "You may use your Wisdom skill ([x] +1d4) for your Arcane (▢ or Divine) check."
2 HP remain.
I'll wait to see what upgrade I'm getting before deciding about how to spend the Hero Point.
Spend Hero Point on Power Feat #2: "At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn."
No interest in the Banner of Valor. Also, no longer interested in taking Sacred Prism, which is now available if someone else wants it.
Upgrades Item 2:1d1000 ⇒ 986Deferring my roll to anyone going after good Item 2s, since this is really just for an Item 1. Given previous rolls, feel free to ignore! Ally 2:1d1000 ⇒ 746 Armor 2:1d1000 ⇒ 768
Intro is up! Looks like upgrades and feats are all settled. Decide on loot and cohort, and then choose your starting locations and draw your opening hands.
The next scenario will feature your first Army banes! I see you've already started to strategize, but here's a quick primer for those of you new to WotR.
Armies are barrier henchmen which the party has to work together against. When anyone encounters an army, everyone needs to attempt 1 check against it. The Army will be defeated only if every single character is successful. (So if even one character fails their check, the Army is undefeated.)
Each Army will have 6 different possible checks to defeat. Since there are 5 of you in the party, you'll be choosing all but 1 of them to attempt. These checks can be made in any order. (You probably want to plan out who will doing what, since some characters may only be suitable for one check, and some checks may only be realistic for one character.)
When an Army is defeated, you can close its location automatically. (No closing check is required. It just happens, like when a villain is defeated.)
I'm heading to bed shortly so I'll just post this now to facilitate the post-scenario divvy of loot: Erasmus is equally happy with either an Item 2 or an Ally 2 (I think we got 5 total) so he'll take whichever is unclaimed by everyone else (very small preference for the Ally 2, I think).
He'll spend his Hero Point on a Card Feat (either Ally or Item) and will fill it with whatever upgrade he got (Verdant Rager for Ally 2, Draughtcap Fungus for Item 2).
Anticipating the Rewards from the Blight Druid scenario Upgrades Both of the following rolls are Tier 1 versions of the boons, I'll stand aside for anyone going for a Tier 2 card of that type Item 2:1d1000 ⇒ 50 Ally 2:1d1000 ⇒ 987
Reward
Marking Righteous Medal of Agility on the Knights of Kenabres.
Rewards are up! A quick bit of awkwardness:
As originally published, the medals on Knights of Kenabres would have also given you extra skill feats at the end of Adventure 2. While there were a couple proposed fixes to make this work post-Core, unfortunately it doesn't seem like anything ever came of them, and I haven't heard anything back when I've brought it up recently. So choose your medals assuming that the only benefit is the bonus d6 against Armies. I'm not optimistic that this will change, but if it does, we'll work something out.
Also, as we're getting ready for the next scenario (which will officially be part of Outpost IV!) I'd like to check in with everyone.
The armies in this last scenario created some situations that required more coordination than typical, and that's always a tricky thing with asynchronous PbP. There were also some rules questions that came up, and I understand how that can be frustrating as well. So I'd like to invite everyone to send me a quick Private Message about how things have been going, if they have any concerns, whether they are having fun, anything like that. This is completely optional. And of course, everyone should also feel free to contact me at any time, on discord or via PM, if whenever something comes up. But I'd like to make sure that if something is interfering with anyone having fun, that we address it as soon as possible. Because we're all here to have fun :)
Finalize your upgrades, feats, and medals. Then when you're ready, choose your starting locations and draw your opening hands, and confirm if you'd like to take the cohort. And a reminder that you all go back up to # mythic charges at the start of a scenario.
Rewards are up! In addition to deciding on upgrades/feat/loot, you also each get a d20 roll for Outpost IV. 20 wins!
1-2C reward:1d20 ⇒ 6
Nope
Also, intro for the next scenario is up. So when you're ready, choose your starting hands and locations. (There's not much to decide about the cohort. As soon as it's displayed, I'll add the cohort text into the update posts.) Armies are back, but this time you'll get a bonus if you use the skill corresponding to the medal that you chose previously.
Upgrade Preferences Item 2:1d1000 ⇒ 140This is for an Item 1. Will stand aside for someone going for an Item 2 Weapon 2:1d1000 ⇒ 884 Blessing 1:1d1000 ⇒ 72 Ally 1:1d1000 ⇒ 717
Hero Point
Skill Feat
Dexterity d12☑ +1☑ +2☑ +3☐ +4
Spend 1 hero point on Skill Feat +1 to Charisma. 2 hero points remaining.
Upgrades: Spell 2:1d1000 ⇒ 845replace Mind Thrust with Embiggen (promo card - I have a boon to let me add it to any of my character's decks) Blessing 1:1d1000 ⇒ 228 Item 2:1d1000 ⇒ 766
Possibly interested in the loot card Soulshear but not sure so will defer to anyone else who wants it.
The Worldwound Cadre are going to be harder for us!
Worldwound Cadre:
Henchman 2
Type: Barrier
Traits: Army Skirmish Soldier
To Defeat: Combat Combat 18 OR Diplomacy Knowledge Ranged Survival 12
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated. If undefeated, the Worldwound Cadre deals 1d4 Combat damage to all characters, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck. If defeated, you may immediately close the location this henchman came from.
Below I've listed out the possible checks we have to play with and bolded what makes the most sense to me.
Combat 18: Merisiel (I have none of the skills listed)
Combat 18: Crowe
Diplomacy 12: Kess 1d8 + 1 + 1d6
Knowledge 12: Erasmus Balsamo 1d8 + 1d4 + 2 or Mother Myrtle 1d8 + 2
Ranged 12: Nobody
Survival 12: Mother Myrtle d12 + 7 + 1d6 or Crowe d6 + 2
Diplomacy/Knowledge is a weak spot.
And in order to have an okay chance at Knowledge and Survival is to have Erasmus bring along Balsamo.
At any rate, we'll need to hold blessings for armies and not use them on other stuff if we can help it. All of these checks are challenging.
If Merisiel has Quick-Change Mask in hand: She can steal a check and use Stealth instead with a d12+7 base.
If Merisiel has Blessing of Asmodeus in hand, she can let someone take her Combat and Bury her hand to auto-succeed a check.
In general we will probably want to lead with Diplomacy and Knowledge to see if we can hit those numbers and probably leave the Combats to the end.
This is one where I wish I had my role already, where I can auto-succeed Knowledge checks
Ugh. Agree 100% this one really needs to wait until we have our role cards. Gonna be very tough I think. And I agree that it likely makes sense for Erasmus to use Balsamo, but that's going to make the ordinary combats tough for him. I'll need to make regular use of the mythic charges on combat checks. At least Crowe will be able to get some advantage from the +1d4 on Arcane: Cha checks.
For the next army, I should take either the Knowledge or Diplomacy check, subbing in for someone that can handle a combat check (probably Kess again). I'll be using Stealth through Quick-Change Mask and can manage 1d12 + 7 + 1d6 + 2d4 + 1d6 with no discards.
Upgrade Preferences Item 2:1d1000 ⇒ 23Will pass to someone with a solid Item 2 upgrade, this is for an Item 1 (Gem of Physical Prowess) Weapon 2:1d1000 ⇒ 328 Armor 2:1d1000 ⇒ 220 Ally 2:1d1000 ⇒ 686
Rewards are up! Decide on upgrades and medals, and roll your d20.
When you're ready, make any loot substitutions (no cohort this time), choose your starting locations, and draw your opening hands.
1-2D reward:1d20 ⇒ 2
Nope
Some peculiarities this scenario:
Chasm of Shadows, when closed, lets someone get Banner of Valor. This will only happen if it's still in the vault. (ie no one is currently using it as loot.)
The Army henchmen have been proxied due to database limitations.
Redeeming at the Corruption Forge (warning: adventure spoiler!):
Your reward for this scenario will let you redeem the one Corrupted boon you have obtained so far. So unless someone is quickly switching over to a Hell's Vengeance character, you don't need to worry about arranging to use the When Closed effect.
Since I don't think Mother Myrtle and Kess are fighting me for Weapon 2...
Replacing Weapon 1 Snakebite Dagger with Weapon 2 Menacing Backsword +1
Refilling empty Ally slot with Marianix Karn
Adding Righteous Medal of Valor: Strength to Knights of Kenabres.