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.
Another army we can't afford to lose to! Note that Blessings don't help as much this time (1d4s thanks to the scenario power)!
Demonic Platoon:
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.
Below I've listed out the possible checks we have to play with and bolded what makes the most sense to me.
Combat 19: Merisiel (I have none of the skills listed)
Arcane 11: Crowe 1d8 + 6 + 1d6 (assuming Crowe picks Charisma for Knights. And Crowe can bury for an additional 1d10) or Erasmus Balsamo 1d8 + 4 + 1d4 + 2
Diplomacy 11: Kess 1d8 + 1 + 1d6
Knowledge 11: Erasmus Balsamo 1d8 + 1d4 + 2 or Mother Myrtle 1d8 + 2 (+1d6 if she picks Intelligence Medal)
Divine 11: Mother Myrtle d12 + 5 + 1d4 + 1d6 or Erasmus Veldira 1d6 + 2 + 1d4 + 2 + 1d6
Perception 11: Erasmus Veldira 1d6 + 5 + 1d4 + 2 + 1d6 (without Veldira 72%; with bury 97%. with Veldiria 99%)
Diplomacy is still a weak spot.
The decision for Erasmus to bring Veldira or not is going to be a balance between the risk of burying against armies or having the strength to fight other enemies. Either way is fine.
Any kind of support we can hold onto for these checks will be important, particularly for Diplomacy, so if you have cards that can help, handing them off to Kess would not be a bad thing.
If Merisiel has Quick-Change Mask in hand: She can take a Knowledge check and use Stealth instead with a d12+7+1d6 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 to see if we can hit those numbers and probably leave the Combat and Arcane to the end.
Was checking on something else, and I happened to randomly notice that Loot Item Sacred Prism was apparently revised so that it would now work with Mother Myrtle’s Knowledge recharge ability.
My thinking, Mother Myrtle can go any time.
Kess should take the Combat check.
I'll bless Crowe's Arcane to bump it up 96%, then I'll Asmodeus the Knowledge check! I'll do my check last.
Rewards are up! Decide on upgrades, roll your d20, swim like Scrooge McDuck through your stash of Hero Points, discuss cohorts. Then when you're ready, choose your starting location and draw your opening hand. Reminder that we're now in Adventure 3, so you'll each start with 3 mythic charges.
Upgrade Preferences Armor 2:1d1000 ⇒ 428 Item 2:1d1000 ⇒ 834 Ally 2:1d1000 ⇒ 922But will step aside for an actual Ally 2, as this is for an Ally 1 Blessing 1:1d1 ⇒ 1
Rewards
Adding 4 Hero Points and a Righteous Medal of Clarity
Rewards:
4 Hero points gained. 1 was used during the scenario. Total hero points going into the next scenario: 6.
Tier up to tier 3.0
Knights of Kenabres: Charisma medal.
Upgrades:
Spell 1:1d1000 ⇒ 116Replace Force Missile with Detect Thoughts Blessing 1:1d1000 ⇒ 629Replace Blessing of the Elements with Sign of the Stranger Item 2:1d1000 ⇒ 886Replace Blue Star with Wintervine (Item 1)
Of note, my Boots of Friendly Terrain are the pre-Core version as there's no point in cards that work differently at location with different traits pre-Core.
Taking the Reanimator role. Spending my hero point on the first power feat of "☐ When a character at your location defeats a monster, you may draw an ally (☐ or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck)."
Rewards are up! Decide on your feats (and perhaps role!), discuss upgrades and loot, and roll your d20s. The cohorts are the same as last scenario, so unless anyone objects, I'll assume everyone is keeping the same. Then when you are ready, choose starting locations and draw opening hands.
Note that the henchman in the next scenario has a significant typo on it. I've asked to get it corrected, but it may not go through before someone encounters it. So be aware that its second power should read: "If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is undefeateddefeated." (I do have it correct in the updates header.)
Disregard my note above about the henchman wording. Hawkmoon was able to fix it, so now all copies do have the correct wording.
Also, reminder that you start the scenario with # mythic charges. And if you have more than # mythic charges when you reset, you have to drop down to #.
Rewards are up! Decide on your feats, discuss upgrades and loot, and roll your d20s. Then when you are ready, choose starting locations and draw opening hands. Same cohorts again this scenario.
Note that the henchmen in this scenario are non-closing unless you discard a card when you defeat them.
Erasmus banished Leshykineticist during the last scenario (Ally 1). Since we are tier 3 I think I can just freely replace it with the same card, right? If so, that is what I'll do.
Spend hero point on card feat: Ally. Fill new ally slot with Vine Leshy (Ally 0). 6 hero points remaining.
Upgrades:
Spell 3:1d1000 ⇒ 245Replace Detect Thoughts with Call Spirit
The upcoming scenario henchman is going to be AWFUL for Kess, so she’ll spend her Hero Point on a skill feat in Dexterity.
I’ll take the Armor 3 upgrade. No point on rolling for it. Got my eye on that Steel Ibis Lamellar mail. Good-bye Helm of the Valkyrie. I also need to replace my banished Master Cartman. Hello, Old Salt.
No interest in Fiendsplitter. I’ll return Scale of Disguise to my hand (adios, Boots of Friendly Terrain (for now)). Lastly, I will again use Captain Oparal as a cohort.
We should use our start of turn examines to toss as many banes out of the Abattoir as possible, since cards being at that location increases their difficulties by 5.
If we know where Undarin Patrols are through examines or through burning down a lot of the location, leave them to me when you can as I auto-defeat them with no resources used.
Also we should keep our eyes out for Corrupted things as the Sanctum requires it for closing.
Rewards are up! The loot is a little more convoluted than usual, so let me know if any questions. (Basically, the party only can use 1 of the 3 at a time, but each character gets to choose which specific 1 they are eligible to take.)
Decide on your feats, discuss upgrades and loot, and roll your d20s. Then when you are ready, choose starting locations and draw opening hands. Note that you only start with 2 of the cohorts this scenario.
Loot: Swallowtail Bracers but not going to actually use it.
Hero Point: spend on Skill Feat #4 (Charisma, which is now +2). I used 2 hero points during this past scenario, so my current balance is now 4 hero points.
Boon....:1d20 ⇒ 14
Upgrade:
Item 3:1d1000 ⇒ 417Replace Blue Star with Bloody Mandrake Item 2:1d1000 ⇒ 812Replace Blue Star with Wintervine (which is actually an Item 1)
Next scenario intro is up! Lots of unusual rules this scenario to be aware of, so please ask if anything's unclear. In particular, note the d4s at start and end of every turn.
When you're ready, choose your starting location from the 2 initial options. You will typically only have 2 locations available for most of this scenario, although I've prebuilt them all for convenience. You can roll to see which gets built when necessary. (But of course please feel free to request an update at any point that you'd like.)
Other reminders:
There are 2 henchman this scenario. One is non-closing. The other is being used as a villain (escapes if undefeated, location autocloses when defeated, etc).
Mythic banes will begin appearing more often, both as story banes and as regular banes. Whoever defeats a Mythic bane gets a free mythic charge. (For example, each time you defeat Shamira this scenario.) Also, since we are in Adventure 4 now, your starting/max charges is now 4.
And correct, Outpost IV is over, so no more d20 rolls.
Reward spoilers re Corrupted cards:
Merisiel the Shadow wrote:
Choosing NOT to redeem Black Robe. There are times a Corrupted Card is helpful to bring in.
Just in case it matters, you will get some Corrupted blessings loot as rewards for a couple scenarios early this adventure.
So, re the reward about Corrupted cards, are you saying that we can "save" the reward for now and then possibly use it later if we get some other corrupted card as a loot reward? If so, I'll do that, since I have no particular use for Black Robe now or anytime soon (it's actually a good card for me, but my hand size is too small and I'm privileging my plants).
Re the scenario power about drawing 1d4 cards at Start of Turn, I believe I can choose (every turn) whether I want do that before or after Erasmus' power of recharging all cards of a given type, since that is also Start of Turn. Correct?
So, re the reward about Corrupted cards, are you saying that we can "save" the reward for now and then possibly use it later if we get some other corrupted card as a loot reward? If so, I'll do that, since I have no particular use for Black Robe now or anytime soon (it's actually a good card for me, but my hand size is too small and I'm privileging my plants).
Nope, the redemption has to happen immediately. (Sorry for the confusion.)
Reward spoilers re Corrupted cards:
There are some upcoming Corrupted loot blessings (1 blessing per player for 4B, 2 blessings per party for 4C) which will never be eligible for redemption, since blessings aren't options on the WotR Redemption card. In case that access to Corrupted boons mattered.
Erasmus Z. wrote:
Re the scenario power about drawing 1d4 cards at Start of Turn, I believe I can choose (every turn) whether I want do that before or after Erasmus' power of recharging all cards of a given type, since that is also Start of Turn. Correct?
Yep, you can decide each turn how you'd like to order the start-of-turn powers.
Looks like everyone who wanted gets their first choice of upgrade. So just need starting locations/hands from Kess, Mother Myrtle, and Merisiel and we can get started!
Erasmus Z. wrote:
So there's really no reason NOT to redeem Black Robe now. Since it's the only eligible card we currently have access to. Right?
Yep.
Reward spoilers re Corrupted cards:
I think in this Adventure Path there’s always a Redemption reward within a few scenario of a redeemable loot reward. IIRC, there was never a point where there was a real choice about what to redeem.
Hey y'all, PaizoCon is this week, and I'm running a bunch of games starting this Friday. As of 24hrs after this post, I will ask to be made dormant until after the convention.