Female Sorcerer

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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Upgrading Spell 1 Frost Ray into Spell 3 Swipe
After the roar of Nyctessa's necromancy quieted into a deadly silence, that stillness was broken with a hearty cheer. "Yay! We did it!!" The halfling raced around, happily hugging every leg she found, but she had a magically strong embrace of 6 limbs: 2 human, 2 pitborn, 2 dhampir.

Queen Galfrey interrupted the cheering to address the party. "Iomedae has but one task left for you: find her other heroes worthy of being her Sword and Shield."

Amaryllis was upset. "But *I* am a hero of Iomedae," protested the sorcerer. The Queen smiled. "You truly are, Marshal Amaryllis. But while you may yet wield the Sword of Iomedae, but another can bear her Shield. And if you take up the Shield, another may draw the Sword."

Amaryllis thought about the queen's words for a moment. Another hero meant someone else would be at risk, another good person. Surly's ichor still stained her clothes. And the halfling thought back across her adventure. The Riftkeeper of Kenabres, whose name she never learned. Mr. Herald. Harsk. Athnul. Nurah... oh, Nurah...

But then the luckstealer remembered all other the friends, whose numbers had only grown. Glissa the Surgeon. Blaine the Pyromage. Ataxian the Pixie. Incanter Ellabella, Squire Radovan, Captain Oparal, Dame Ollysta, Lord Kasiya, Chief Khraigorr, Mistress Shamira. And most of all, Uliah and Ramexes and Nyctessa. "I'm so *lucky* you're my friends!" She gathered them in for a powerful group hug.

Turning back to the queen, Amaryllis agreed. "Okay! I'll find more friends, first thing tomorrow!" But tonight, there was only one thing left for the sorcerer...
Fireworks!

Amaryllis, Female Halfling Sorcerer/Mythic Marshal/Luckstealer wrote:

Deck:
23 cards

7 Spells: Dominate, Sign of Wrath, Life Leech, Blizzard, Wall of Fire, Dimension Leap, Swipe,
1 Armor: Robe of Energy Resistance
6 Items: Ring of Energy Resistance, Wand of Treasure Finding, Mist Horn, Boots of Elvenkind, Wand of Shield, Cape of Escape,
3 Allies: Ataxian, Pyromaniac Mage, Surgeon,
6 Blessings: 2 Blessings of Iomedae, 4 Blessings of the Gods

Feats:
Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- + mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- + mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Cards:
Weapon 0
Spell 5 [X] 6 [X] 7
Armor 0 [X] 1
Item 4 [X] 5 [X] 6
Ally 3 [] 4 [] 5
Blessing 3 [X] 4 [X] 5 [X] 6

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Blood of Eustoyriax: 1d4 - 1 + 1d4 + 1 ⇒ (1) - 1 + (2) + 1 = 3
Drawing Stole of the Inheritor, Blessing of the Gods, Ataxian
Giving Heavy Crossbow to Ramexes

Heavy Crossbow:
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed To Acquire:
Dexterity
Ranged 7 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.

Moving to Eagle Rock.
Displaying Mist Horn at Eagle Rock
Ending turn. Resetting hand: Recharging Stole of the Inheritor, discarding Dimension Leap
Using Create Mindscape
Arcane 12: 1d12 + 11 + 1d4 ⇒ (7) + 11 + (1) = 19
Dimension Leap is recharged

Nyctessa was hesitating. "Ramexes, can you cover the watchtower?" The halfling left the heavy crossbow in the pitborn's hands, as she quickly scurried up Eagle Rock to cheerlead the wizard. "You're the greatest Nyctessa. You can do it!"

Amaryllis wrote:

Hand: Life Leech, Amulet of the Abyss, Dominate, Blessing of the Gods 3, Sign of Wrath, Boots of Elvenkind, Ataxian, Robe of the Rifts,

Displayed: Blood of Eustoyriax, Mist Horn,
Deck: 15 Discard: 0 Buried: 3
Notes: Mist Horn prevents 3 monster damage at Eagle Rock until start of my turn. At villain, will Ultimate Marshal to give Uliah enough counters to hit 5, the rest to Nyctessa.
Ask before using:
Can use without asking: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter), Blessing of the Gods (adds d12s)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Major Cure: 1d4 + 1 ⇒ (2) + 1 = 3
Blessing of the Gods, Ataxian, Dire Griffon are healed

Amaryllis was almost paralyzed by the death of her new friend Surly, so close to the end. Ramexes got the halfling physically healed, at least.

Amaryllis wrote:

Hand: Life Leech, Amulet of the Abyss, Dimension Leap, Heavy Crossbow, Sign of Wrath, Boots of Elvenkind, Mist Horn, Robe of the Rifts,

Displayed: Blood of Eustoyriax,
Deck: 17 Discard: 0 Buried: 3
Notes: Can Dimension Leap to come help out vs villain
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Dimension Leap (discard at start of encounter to move me to/from encounter location); Ultimate Marshal for villain
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Summoning Demon Eater

Demon Eater:
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Discarding Dominate. Demon Eater is evaded and banished. Drawing Ally 3: Suurlahetas
Suurlahetas:
Ally 5
Traits:
Outsider
Devil To Acquire:
None 0 To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.
Discard this card to add 2d6 and the Fire trait to your combat check.
Banish this card to search a location deck for a boon and add it to your hand.

Arcane 14: 1d12 + 11 ⇒ (6) + 11 = 17
Dominate is recharged
The echoing canyon brought another demon eater, but luckily this one was more receptive than the one Nyctessa found. "Aw, you're just having a bad day. I'll call you Surly. Let's be friends, Surly!"

Blessing 1: Ascension o'clock
Shuffled Eagle Rock: 3d9 ⇒ (4, 7, 6) = 17
Nyctessa recharges Samisen of Oracular Vision to examine Eagle Rock 4: Druid of the Flame, Eagle Rock 7: Pazuzu, Eagle Rock 6: Mace of Smiting

Druid of the Flame:

Ally 1
Traits:
Human
Druid
Veteran To Acquire:
Survival 7
OR Charisma
Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Pazuzu:
Villain B
Type: Monster
Traits:
Aristocrat
Deity
Demon
Mythic
Outsider
To Defeat:
Combat 50
THEN Combat 60
THEN Combat 70
Pazuzu is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, each character must attempt a Constitution, Fortitude, or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
If undefeated, expend your mythic charges and banish your mythic path card.

Mace of Smiting:
Weapon 6
Traits:
Mace
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 13 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. If the bane has the Construct or Outsider trait, add another 2d8. Ignore any effects on a monster that increase the difficulty of this check.

Blood of Eustoyriax: 1d4 - 1 + 1d4 + 1 ⇒ (2) - 1 + (1) + 1 = 3
Burying Blessing of Iomedae. Drawing Sign of Wrath, Hellmouth Lash
Moving to Watchtower
Banishing Suurlahetas to search Watchtower: Maze Tapestry, Xenarth, Heavy Crossbow, Spellcaster's Shield, Pazuzu's Host, Infinite Rod
Drawing Watchtower 3: Heavy Crossbow

Heavy Crossbow:
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed To Acquire:
Dexterity
Ranged 7 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.

Amaryllis and Surly went to the watchtower to prepare for the final onslaught, but the soldiers there were not as open-minded about the devil, and torn him limb from limb. Only the demon eater's heavy crossbow remained.

Ending turn
Arcane 14: 1d12 + 11 ⇒ (5) + 11 = 16
Lend Mythic Path is recharged. Reseting hand: Recharging Stole of the Inheritor, discarding Hellmouth Lash
Arcane 12: 1d12 + 11 ⇒ (6) + 11 = 17
Hellmouth Lash is recharged

Amaryllis wrote:

Hand: Life Leech, Amulet of the Abyss, Dimension Leap, Heavy Crossbow, Sign of Wrath, Boots of Elvenkind, Mist Horn, Robe of the Rifts,

Displayed: Blood of Eustoyriax,
Deck: 14 Discard: 3 Buried: 3
Notes: I can banish Heavy Crossbow to tempclose Watchtower, or Dimension Leap to come help out vs villain
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Dimension Leap (discard at start of encounter to move me to/from encounter location); Ultimate Marshal for villain
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

During Ramexes’s turn
Pazuzu’s Host: Using 1 mythic counter
Arcane 25: 1d20 + 12 ⇒ (6) + 12 = 18
Discarding Lend Mythic Path to reroll
Arcane 25: 1d20 + 12 + 1d4 ⇒ (11) + 12 + (4) = 27
Arcane check successful

There were so many demons, almost too many to target them all! Luckily, Amaryllis had been paying attention during Nyctessa’s overwhelming barrages. The sorcerer emulated the archmage to magically affect huge swaths of demons at once.

Amaryllis wrote:

Hand: Life Leech, Amulet of the Abyss, Stole of the Inheritor, Boots of Elvenkind, Dominate, Robe of the Rifts,

Displayed: Blood of Eustoyriax,
Deck: 15 Discard: 4 Buried: 2
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking:
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o’clock
Discarding Blessing of the Gods copying Blessing of Ascension for 1 mythic counter
Moving to Canyon
Exploring Canyon 1: Dragonbreath Bow

Dragonbreath Bow:
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Using Mythic Medal of Agility
Ranged 15: 1d8 + 8 ⇒ (5) + 8 = 13
Discarding Blizzard to reroll
Ranged 15: 1d8 + 8 + 1d4 ⇒ (1) + 8 + (3) = 12
Dragonbreath Bow is banished

“That arrow would be great with the bow that Ramexes saw!” Amaryllis heroically ran to the canyon, but she was too late: a white dragon had already claimed the weapon.

Ending turn
Arcane 14: 1d12 + 12 ⇒ (2) + 12 = 14
Blizzard is recharged. Resetting hand
Arcane 8: 1d12 + 12 ⇒ (1) + 12 = 13
Frost Ray is recharged
(At the start of Uliah’s turn)
Stole of the Inheritor cure: 1d4 + 4 ⇒ (1) + 4 = 5
Revealing Stole of the Inheritor and burying Blessing of Iomedae to heal Blessing of the Gods, Swallowtail Bracers, Pyromaniac Mage, Surgeon, Blessing of the Gods are healed.

Iomedae’s scarf kept the halfling warm.

Amaryllis wrote:

Hand: Life Leech, Amulet of the Abyss, Stole of the Inheritor, Lend Mythic Path, Boots of Elvenkind, Dominate, Robe of the Rifts,

Displayed: Blood of Eustoyriax,
Deck: 15 10 Discard: 3 8 Buried: 2 1
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Lend Mythic Path (discard to let someone local use one of my mythic powers)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 3: Deskari o'clock
Blood of Eustoryiax: 1d4 - 1 + 1d4 + 1 ⇒ (2) - 1 + (4) + 1 = 6
Burying Blessing of the Gods. Drawing Life Leech, Amulet of the Abyss, Blessing of the Gods, Ataxian, Surgeon

The runelord's fire made Amaryllis's blood boil, and with that anger came power.

Moving to Celestial Beacon
Exploring Celestial Beacon 4: Blessing of Ascension

Blessing of Ascension:
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing of Ascension is acquired and recharged into blessings deck
Pazuzu himself hesitated, seeing the demonic mythic energy within Amaryllis.

Discarding Pyromaniac Mage to explore Celestial Beacon 5: Hellmouth Lash

Hellmouth Lash:
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10 For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Nyctessa reveals Binder's Tome
Arcane 10: 1d12 + 12 + 1d4 ⇒ (1) + 12 + (2) = 15
Hellmouth Lash is acquired

Blaine was at her side, uncoiling a whip of pure magical energy.

Discarding Ataxian to explore Celestial Beacon 6: Dire Griffin

Dire Griffon:
Ally 6
Traits:
Animal
Mount
Mythic To Acquire:
Wisdom
Survival 15
OR Combat 30 At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location.
Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.

Discarding Hellmouth Lash, using Arcane Cannonade. Nyctessa reveals Binder's Tome
Combat 30: 1d12 + 12 + 2d6 + 1 + 1d6 + 1d4 ⇒ (9) + 12 + (6, 4) + 1 + (6) + (2) = 40
Arcane 12: 1d12 + 12 ⇒ (4) + 12 = 16
Hellmouth Lash is recharged. Dire Griffon is acquired

As a riderless griffon swooped above her, Amaryllis was inspired by her former apprentice. Mounting the beast, the sorcerer quickly brought it under control with fiery flicks of the magical whip.

Discarding Blessing of the Gods to explore Celestial Beacon 7: Demon Hunter's Handbook

Demon Hunter's Handbook:
Item B
Traits:
Book
Veteran To Acquire:
Intelligence
Knowledge 9 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.

Amaryllis cannot make a INT/Knowledge 9 check. Demon Hunter's Handbook is banished
Such a big beast would need something to line a litterbox. "But that's what books are for."

Discarding Dire Griffon to explore Celestial Beacon 8: Blessing of Baphomet

Blessing of Baphomet:
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.

Using Mythic Medal of Valor
Melee 7: 1d6 + 12 ⇒ (6) + 12 = 18
Blessing of Baphomet is acquired and recharged into blessings deck

Pazuzu hesitated again, as Amaryllis valorously flew around on her new mount.

Discarding Surgeon to explore Celestial Beacon 9: Lend Mythic Path

Lend Mythic Path:
Spell 4
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14 Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

Nyctessa reveals Binder's Tome
Arcane 12: 1d12 + 11 + 1d4 ⇒ (11) + 11 + (1) = 23
Lend Mythic Path is acquired

Glissa meanwhile channeled her healing power to help the heroes work together.

Ending turn. Nyctessa reveals Binder's Tome
Arcane 13: 1d12 + 11 + 1d4 ⇒ (3) + 11 + (1) = 15
Wall of Fire is recharged. Resetting hand. Nyctessa reveals Binder's Tome
Arcane 16: 1d12 + 11 + 1d4 ⇒ (6) + 11 + (1) = 18
Sign of Wrath is recharged

Amaryllis wrote:

Hand: Life Leech, Amulet of the Abyss, Stole of the Inheritor, Lend Mythic Path, Blizzard, Boots of Elvenkind, Dominate, Blessing of the Gods 4,

Displayed: Blood of Eustoyriax,
Deck: 10 Discard: 8 Buried: 1
Notes:
Ask before using: Blessing of the Gods (adds d12s); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Lend Mythic Path (discard to let someone local use one of my mythic powers); Blizzard (display to add 2d6 and Cold to combat until end of turn; 1 Cold damage to everyone except Amaryllis at end of turn)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Discarding Dimension Leap to move to Watchtower.
Revealing Swallowtail Bracers
Arcane 12: 1d12 + 12 ⇒ (1) + 12 = 13
Dimension Leap is recharged
Fire damage: 2d4 + 1 ⇒ (3, 2) + 1 = 6
Revealing Stole of the Inheritor to prevent 2 Fire damage. Discarding Sign of Wrath, Wall of Fire, Frost Ray, Swallowtail Bracers for 4 Fire damage

Amaryllis tried to get to Uliah's side, but even her sorcery couldn't get her in range quickly enough to stop a determined runelord.

Amaryllis wrote:

Hand: Stole of the Inheritor, Boots of Elvenkind, Pyromaniac Mage,

Displayed: Blood of Eustoyriax,
Deck: 16 Discard: 5 Buried: 0
Notes: I will use Dimension Leap if someone encounters something that might summon a Demon for Amaryllis at the Gate of the Worldwound, to make sure it doesn't flip back open.
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Exploring Gate of the Worldwound 1: Anarchy Hammer

Anarchy Hammer:
Weapon 4
Traits:
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic To Acquire:
Strength
Melee 16 If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Revealing Swallowtail Bracers, using Mythic Medal of Valor
Melee 16: 1d6 + 14 + 1 ⇒ (5) + 14 + 1 = 20
Anarchy Hammer is acquired
Amaryllis gave a battle cry and valorously charged towards the gate. A barbarian warrior tossed her a chaotic hammer which the halfling deftly caught, not breaking stride.

Discarding Blessing of Iomedae to explore Gate of the Worldwound 2: Ghoul

Ghoul:
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Revealing Anarchy Hammer, using Arcane Cannonade
Combat 11+4=15: 1d6 + 13 + 1d8 + 3 + 1d6 ⇒ (1) + 13 + (2) + 3 + (3) = 22
Ghoul is banished
A ghoul from the previous sortie was in her path, but the halfling swung the hammer sending the undead flying away.

Recharging Banner of Valor to recharge Blessing of Iomedae
Discarding Blessing of the Gods to explore Gate of the Worldwound 3: Blood of Eustoyriax

Blood of Eustoyriax:
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 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.

Gate of the Worldwound: Recharging Anarchy Hammer. Gate of the Worldwound flips to tempclosed
Blood of Eustoyriax is displayed

The halfling marshal planted Iomedae's banner down, and flung the gates wide open. It was a daring gambit, challenging a god, but Amaryllis felt some power in her blood. "We're going to defeat you, Pazuzu!"

Ending turn. Summoning Eagle Rock with Pazuzu shuffled in. Resetting hand

Amaryllis wrote:

Hand: Dimension Leap, Swallowtail Bracers, Stole of the Inheritor, Wall of Fire, Sign of Wrath, Boots of Elvenkind, Frost Ray, Pyromaniac Mage,

Displayed: Blood of Eustoyriax,
Deck: 15 Discard: 1 Buried: 0
Notes: I will use Dimension Leap if someone encounters something that might summon a Demon for Amaryllis at the Gate of the Worldwound, to make sure it doesn't flip back open.
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Gaining Skill Feat: STR +2
Gaining Power Feat: If you fail a check that has the Arcane trait or any check, you may bury or discard a card from your hand or the top card of your deck to ignore the result and reroll the dice and add 1d4. You must take the second result.
Gaining Card Feat: 6 blessings (taking Basic Blessing B of the Gods)
Gaining Mythic Medal of Vigor: Fortitude: CON+5
Upgrading Spell 3 Swipe into Spell 5 Blizzard
Replacing Loot Item 5 Amulet of the Abyss with Item 2 Boots of Elvenkind. Replacing Item 6 Ring of Resistance with Loot Item 5 Amulet of the Abyss
Starting at Gate of the Worldwound

The halfling stood over the Champion of Misfortune triumphantly. When Deskari fled, his champion withered without his patron. Amaryllis absorbed the power of misfortune, becoming a master of all luckmagic, vigorous in the face of any difficulty, the favorite of all the gods.

As Amaryllis charged back to the Worldwound Gate, the tiniest of 4 figures daring to challenge Pazuzu himself, Queen Galfrey watched and murmured something to her most trusted advisors, the Sword and Shield of Iomedae. They sighed. “So it’s hopeless,” said one.
But the queen smiled. “You misunderstand me.” She repeated herself. “They’ll win when hell freezes over.”

Amaryllis wrote:

Hand: Blessing of the Gods 2, Swallowtail Bracers, Stole of the Inheritor, Blessing of Iomedae 2, Sign of Wrath, Boots of Elvenkind, Frost Ray, Banner of Valor,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12s); Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Banner of Valor (display at any location for +1d8 vs Demon banes until closed); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Banner of Valor unless at Gate of the Worldwound;
Mythic Charges: 7

Skills and Powers:

Skills:
Strength d6 [X] +1 [X] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +7 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
-- [X] Mythic Medal of Vigor: Fortitude: Constitution +5
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +7 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([X] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 6


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah’s turn)
Summoning Favored of Deskari

Favored of Deskari:
Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
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.

Revealing and recharging Spirit Blade, recharging Amulet of the Abyss, using Arcane Cannonade, using Mythic Medal of Agility by expending 1 mythic counter. Ramexes discards Dragonbreath Bow
Combat 35: 1d8 + 8 + 1d4 + 2 + 2d4 + 1d20 + 1d6 + 1d4 + 5 ⇒ (1) + 8 + (1) + 2 + (2, 3) + (5) + (3) + (1) + 5 = 31
Discarding Robe of the Rifts to reroll
Combat 35: 1d8 + 8 + 1d4 + 2 + 2d4 + 1d20 + 1d6 + 1d4 + 5 + 1d4 ⇒ (5) + 8 + (1) + 2 + (4, 2) + (18) + (1) + (4) + 5 + (1) = 51
Combat 35: 1d8 + 8 + 1d4 + 2 + 2d4 + 1d20 + 1d6 + 1d4 + 5 + 1d4 ⇒ (3) + 8 + (2) + 2 + (1, 4) + (1) + (6) + (3) + 5 + (3) = 38
Favored of Deskari is banished. Gaining 1 mythic counter

The Champion of Misfortune rose up to oppose Amaryllis one last time. The halfling drew the spirit blade and faced her opponent, but the knife flickered and dimmed. Grinning, the demon advanced, swinging its own wicked blade towards the halfling... but the demon was suddenly knocked prone, with a arrow fletched with dragonscale sticking out of its back. Ramexes had taken the perfect shot. "Lucky thing I gave it to an oracle. Thanks Ramexes!" Amaryllis quickly pounced on the demon, ensuring it would never rise again.

Amaryllis wrote:

Hand: Expeditious Chain Mail, Mist Horn, Stole of the Inheritor, Blessing of Iomedae 2, Swipe,

Displayed:
Deck: 17 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Swipe (discard for -3 to combat difficulty); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Ultimate Marshal vs Deskari; Swipe vs Deskari; Mist Horn (display at any location to prevent 3 monster damage until start of my turn)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Revealing Stole of the Inheritor to prevent 2 Acid damage

The ichor slid right off of the holy stole.

(Amaryllis's turn)
Blessing 4: Nethys o'clock
Giving Dragonbreath Bow to Ramexes

Dragonbreath Bow:
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Amaryllis figured Ramexes would know when the best time to fire the bow would be. "That's why he's an oracle!"

Moving to Rasping Rifts
Exploring Rasping Rifts 4: Rift Demon

Rift Demon:
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
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

Random character (1=Amaryllis, 2=Uriah, 3=Ramexes, 4=Nyctessa): 1d4 ⇒ 1
Summoning Favored of Deskari
Favored of Deskari:
Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
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.

Discarding Sign of Wrath by expending 1 mythic counter, using 1 mythic counter, using Create Mindscape, using Arcane Cannonade. Nyctessa reveals Binder's Tome
Combat 35: 1d20 + 12 + 3d8 + 1d4 + 1d4 + 1d6 ⇒ (5) + 12 + (1, 8, 5) + (2) + (2) + (5) = 40
Combat 35: 1d20 + 12 + 3d8 + 1d4 + 1d4 + 1d6 ⇒ (9) + 12 + (1, 3, 3) + (1) + (4) + (4) = 37
Nyctessa gains 1 mythic counter. Nyctessa takes 1 Force damage.
Using Create Mindscape. Nyctessa reveals Binder's Tome
Arcane 16: 1d20 + 11 + 1d4 + 1d4 ⇒ (13) + 11 + (1) + (1) = 26
Sign of Wrath is recharged. Favored of Deskari is banished. Gaining 1 mythic counter

Amaryllis hurried back to the Rifts to prevent Nyctessa from being overrun by demons. Although the wizard didn't seem like she was in trouble; in fact, Nyctessa probably took more damage from Amaryllis's forceful entrance. "Oopsies! Sorry about that! Uh, try standing over there?" The halfling marshal directed Nyctessa to a more advantageous position.

Discarding Life Leech by recharging Mist Horn, using 2 mythic counters, using Create Mindscape, using Arcane Cannonade.
Combat 30: 1d20 + 12 + 2d4 + 1d4 + 1d20 ⇒ (10) + 12 + (3, 1) + (2) + (12) = 40
Nyctessa gains 1 mythic counter.
Life Leech: 1d4 + 1 ⇒ (1) + 1 = 2
Blessing of the Gods, Pyromaniac Mage are healed.
Using Create Mindscape.
Arcane 15: 1d12 + 10 + 1d4 ⇒ (4) + 10 + (3) = 17
Life Leech is recharged. Rift Demon is banished. Gaining 1 mythic counter.

Except there was another demon where Amaryllis indicated! "Uh, maybe over there instead?" Amaryllis drained away the demon while she tried to coordinate a good spot for the dhampir. "I'm sorry! This mindscapy stuff is really confusing!"

Discarding Blessing of the Gods copying Blessing of Nethys to examine Rasping Rifts 5: Expeditious Chain Mail, Rasping Rifts 6: Paralyze

Expeditious Chain Mail:
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Acrobatics 9 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
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.

Paralyze:
Spell 2
Traits:
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 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.

Exploring Rasping Rifts 5: Expeditious Chain Mail
Acrobatics 9: 1d8 + 5 ⇒ (4) + 5 = 9
Expeditious Chain Mail is acquired

The halfling took a moment to slip on some magical chain mail. "That's better!" Amaryllis could now better maneuver within the twisty rift physics.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Expeditious Chain Mail, Mist Horn, Robe of the Rifts, Amulet of the Abyss, Stole of the Inheritor, Blessing of Iomedae 2, Spirit Blade, Swipe,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Swipe (discard for -3 to combat difficulty); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Mist Horn (display at any location to prevent 3 monster damage until start of my turn)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes’s turn)
Renewal: Drawing Amulet of the Abyss

“Thanks again, Uliah. Let’s keep going!”

Amaryllis wrote:

Hand: Dragonbreath Bow, Life Leech, Swipe, Amulet of the Abyss, Stole of the Inheritor, Mist Horn, Blessing of the Gods 1, Sign of Wrath,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Swipe (discard for -3 to combat difficulty)
Mythic Charges: 7

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +7 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +7 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Shax o'clock
Moving to Gate of the Worldwound
Recharging Banner of Valor to recharge Blessing of Iomedae
Exploring Gate of the Worldwound 1: Xenarth

Xenarth:
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 24 The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Deadlier than any shark, these rare mutations are infused with demon ichor_

Gate of the Worldwound flips open. Recharging Spirit Blade
Discarding Dominate. Xenarth is evaded.
Gate of the Worldwound: Dragonbreath Bow, Spite Demon, God Caller Opon, Celestial Armor, Telekinesis Trap, Wivver Noclan, Mythic Glyph.
Drawing Gate of the Worldwound 2: Dragonbreath Bow

Dragonbreath Bow:
Weapon 6
Traits:
Bow
Ranged
Piercing
Magic
Mythic To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally expend a mythic charge to add another 2d10+3 and the Acid, Cold, Electricity, Fire or Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 plus your number of mythic charges to any combat check by a character at another location.

Xenarth is shuffled back into Gate of the Worldwound
Arcane 14: 1d12 + 11 ⇒ (2) + 11 = 13
Dominate remains discarded

Amaryllis retreated to the gate, which opened as a bloody shark swam out... walked out? Amaryllis was confused. "Hi Mister Shark! Do you walk or do you swim?"
The shark rumbled something in abyssal. Amaryllis was still confused. "I'm sorry, I don't understand! Maybe you would like to play fetch?" The sorcerer's suggestion was impossible to resist, and the xenarth was compelled to bring Amaryllis an incredible bow.

Shuffled Gate of the Worldwound: 1d8 ⇒ 8
Discarding Blessing of the Gods to explore Gate of the Worldwound 8: Mythic Glyph

Mythic Glyph:
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14 Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

Uliah must summon a Mythic Glyph
Arcane 17: 1d12 + 11 ⇒ (12) + 11 = 23
Discarding Ataxian, Blessing of the Gods, Blessing of Iomedae, Frost Ray from deck
Mythic Glyph is banished. Gaining 1 mythic charge

There were magical glyphs inscribed on the bow. Amaryllis showed them to Uliah. "It's a test. We need to be superheroic to wield the bow! Can you do it?" She let Uliah go first, then took a turn herself. Straining with all her magical might, she drew back the bowstring. "Whew, I ache all over. But I did it!"

Ending turn
Arcane 14: 1d12 + 12 ⇒ (11) + 12 = 23
Dominate is recharged. Resetting hand
Arcane 8: 1d12 + 12 ⇒ (1) + 12 = 13
Frost Ray is recharged

(At the start of Uliah's turn)
Recharging Surgeon to heal Ataxian

Glissa healed Amaryllis's aching muscles. "No wonder you feel so sore!"

Amaryllis wrote:

Hand: Dragonbreath Bow, Life Leech, Swipe, Surgeon, Stole of the Inheritor, Mist Horn, Blessing of the Gods 1, Sign of Wrath,

Displayed:
Deck: 14 12 Discard: 4 5 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Swipe (discard for -3 to combat difficulty)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Ramexes rearranges Rasping Rifts to topdeck Spirit Blade
Discarding Pyromaniac Mage to explore Rasping Rifts 5: Spirit Blade

Spirit Blade:
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Medal of Agility: Using 1 mythic counter
Ranged 9: 1d8 + 8 ⇒ (1) + 8 = 9
Spirit Blade is acquired

As Ramexes defeated the last demon, a glowing grey knife fell from its grasp. Blaine the mage spotted the magic blade and retrieved it for his marshal.

Ending turn. Nyctessa reveals Binder’s Tome
Arcane 13: 1d12 + 11 + 1d4 ⇒ (5) + 11 + (1) = 17
Wall of Fire is recharged. Nyctessa reveals Binder’s Tome
Arcane 12: 1d12 + 11 + 1d4 ⇒ (10) + 11 + (1) = 22
Dimension Leap is recharged. Resetting hand

Amaryllis wrote:

Hand: Spirit Blade, Banner of Valor, Dominate, Blessing of the Gods 3, Stole of the Inheritor, Mist Horn, Blessing of the Gods 1, Sign of Wrath,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:
Ask before using: 2 Blessings of the Gods (adds d12); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Displaying Wall of Fire
Exploring Rasping Rifts 3: Rift Demon

Rift Demon:
Henchman 6
Type: Monster
Traits:
Demon
Mythic
Outsider
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

Random character (1=Amaryllis, 2=Uriah, 3=Ramexes, 4=Nyctessa): 1d4 ⇒ 3
Ramexes must summon a Favored of Deskari. Wall of Fire adds 2d4 and Fire to Ramexes's combat checks.
Using Wall of Fire by recharging Ring of Energy Resistance, recharging Amulet of the Abyss by recharging Swallowtail Bracers, using 1 mythic counter.
Combat 30: 1d20 + 11 + 2d6 + 1d20 ⇒ (7) + 11 + (1, 3) + (16) = 38
Ramexes gains 1 mythic counter. Rift Demon is banished. Gaining 1 mythic counter.

More demons were pouring through the rift! Amaryllis summoned a wall of fire to try to stem the tide. The sorcerer incinerated a rift demon, but not before another demon ran to attack Ramexes. The marshal angled her wall to try to help her unlucky friend.

Pausing for Ramexes to see if he examines the Rasping Rifts

Amaryllis wrote:

Hand: Pyromaniac Mage, Stole of the Inheritor,

Displayed: Wall of Fire,
Deck: 18 Discard: 2 Buried: 0
Notes: Wall of Fire adds 2d4 and Fire to local combat checks during my turn
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking:
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Summoning Apocalypse Locust

Apocalypse Locust:
Monster 6
Traits:
Outsider
Vermin
Mythic
To Defeat:
Combat 24
OR Wisdom
Divine 18 The Apocalypse Locust is immune to the Electricity and Poison traits. All damage deal by the Apocalypse Locust is Poison damage. You may not ignore the Corrupted trait on cards during this encounter.
Before you act, each other character at your location summons and encounters an Apocalypse Locust.
A tortured human soul was fused into this form… so it could torture others_

Discarding Blessing of Iomedae, using 2 mythic counters. Nyctessa reveals Binder's Tome
Combat 24: 2d20 + 6 + 1d4 ⇒ (10, 5) + 6 + (2) = 23
Discarding Dimension Leap to reroll
Combat 24: 2d20 + 6 + 1d4 + 1d4 ⇒ (10, 11) + 6 + (3) + (1) = 31
Nyctessa gains 1 mythic counter. Apocalypse Locust is banished. Gaining 1 mythic counter

One of the gigantic locusts charged at Amaryllis. "Ew, go away!" The locust was about to trample the halfling, when luckily a dimensional rift opened up right underneath it! The halfling gave a nervous but excited laugh and then shouted a warning to Nyctessa. "Look out, another one is coming!"

Amaryllis wrote:

Hand: Pyromaniac Mage, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Amulet of the Abyss,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking:
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Summoning Favored of Deskari

Favored of Deskari:
Henchman 6
Type: Monster
Traits: Outsider Vermin Demon Barbarian Mythic
To Defeat: Combat 35
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.

Recharging Robe of the Rifts by expending 1 mythic counter, expending 1 mythic counter for Attack
Combat 35: 1d12 + 10 + 2d20 ⇒ (11) + 10 + (8, 10) = 39
Combat 35: 1d12 + 10 + 2d20 ⇒ (10) + 10 + (17, 20) = 57
Favored of Deskari is banished. Gaining 1 mythic counter

The champion of misfortune had barely started to emerge from the rifts when Amaryllis's robes glowed with sorcery. "No, you can't come here!" shrieked the halfling, disrupting the Rift Demon's summoning spell and banishing the Deskari demon into the nether.

(Amaryllis's turn)
Blessing 1: Ascension o'clock
Exploring Rasping Rifts 1: Demon Eater

Demon Eater:
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Discarding Ice Strike. Nyctessa reveals Binder's Tome
Combat 21: 1d12 + 11 + 3d6 + 1d4 ⇒ (8) + 11 + (6, 3, 2) + (1) = 31
Revealing Swallowtail Bracers. Nyctessa reveals Binder's Tome
Arcane 12: 1d12 + 11 + 1 + 1d4 ⇒ (9) + 11 + 1 + (1) = 22
Ice Strike is recharged. Demon Eater is banished

"Ew, gross!" A demon eater had been attracted by the doomed Deskari demon. After consuming the demon, the bug-creature tried to come through the portal, but Amaryllis repelled it with an ice spell.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Dimension Leap, Pyromaniac Mage, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Blessing of Iomedae 2, Amulet of the Abyss,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Stole of the Inheritor (reveal and bury blessing of Iomedae to heal 1d4+4 local); Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Arcane 10: 1d12 + 12 ⇒ (11) + 12 = 23
Swipe is recharged
Recharging Surgeon to heal 1 random card for Nyctessa

"Wow, that was amazing Ramexes!" The surgeon Glissa was surprised- despite opposing a demon god directly, they all seemed more or less healthy! But she gave a cure potion to the dhamphir just to be safe.

Amaryllis wrote:

Hand: Dimension Leap, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Ice Strike, Robe of the Rifts,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Renewal: Drawing Robe of the Rifts

"Thanks Uliah! I feel ready to keep on going some more!"

Amaryllis wrote:

Hand: Dimension Leap, Swipe, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Ice Strike, Surgeon, Robe of the Rifts,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location); Surgeon (recharge to heal 1 card at my location); Swipe (discard for -3 to combat difficulty)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Ascension o'clock
Exploring Rasping Rifts 1: Ice Strike

Ice Strike:
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
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 14 check to recharge this card instead of discarding it.

Revealing Swallowtail Bracers
Arcane 10: 1d12 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Ice Strike is acquired
Amaryllis eagerly ran forward, drawing into herself the cold magic of riftvoid.

Discarding Blessing of Iomedae to explore Rasping Rifts 2: Magic Ray Fusillade

Magic Ray Fusillade:
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18 If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Revealing Swallowtail Bracers
Arcane 18: 1d12 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Magic Ray Fusillade is banished
These blasts of rift energy could be perilous, but instinctively the sorcerer understood the powers.

Discarding Blessing of the Gods to explore Rasping Rifts 3: Putrid Ooze

Putrid Ooze:
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_[/I]

Revealing Swallowtail Bracers
DEX 11: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Acid damage: 1d4 + 1 ⇒ (1) + 1 = 2
Discarding Sign of Wrath, Dimension Leap for 2 Acid damage
Uliah and Ramexes (and Nyctessa?) must make a DEX/Stealth 11 check or take 1d4+1 Acid damage

Discarding Life Leech
Combat 22: 1d12 + 12 + 2d4 ⇒ (7) + 12 + (3, 3) = 25
Life Leech heal: 1d4 + 1 ⇒ (4) + 1 = 5
Blessing of Iomedae, Blessing of the Gods, Sign of Wrath, Dimension Leap are healed. Revealing Swallowtail Bracers
Arcane 15: 1d12 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Life Leech is recharged. Putrid Ooze is banished
Amaryllis advanced so quickly that she didn't realize the ooze monster until the party was kneedeep in acid! The halfling's luckmagic, let her drained her vitality back out of the ooze, healing her and shiveling up the putrid mess into nothingness. "I hope my friends are okay!"

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Dimension Leap, Swipe, Swallowtail Bracers, Wall of Fire, Stole of the Inheritor, Ring of Energy Resistance, Ice Strike, Surgeon,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Ask before using: Ultimate Marshal (give out 5 mythic counters at my location at start of encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location); Surgeon (recharge to heal 1 card at my location); Swipe (discard for -3 to combat difficulty)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Gaining Card Feat: 5 blessings (taking Blessing B of Iomedae)
Gaining Spell 6 Sign of Wrath. Upgrading Spell B Frostbite into Spell 6 Sign of Wrath
Gaining Mythic Medal of Clarity: Knowledge: INT+5
Replacing Loot Item B Sacred Prism with Item B Cape of Escape. Replacing Item B Cape of Escape with Loot Item 6 Robe of the Rifts
Replacing Loot Item 5 Amulet of the Abyss with Item 6 Ring of Resistance. Replacing Item 2 Boots of Elvenkind with Loot Item 5 Amulet of the Abyss
Starting at the Rasping Rifts

Amaryllis had inadvertently gotten plenty of practice on dealing with Rasping Rifts. "I know all about them now. Use magic to close them!" The halfling clad herself in the witch's cloak, the dark demonic whorls replaced by symbols of Iomedae's wrath. With the goddess's favor, the sorcerer heroically prepared to face the rifts one final time.

Amaryllis wrote:

Hand: Life Leech, Swipe, Swallowtail Bracers, Wall of Fire, Sign of Wrath, Dimension Leap, Blessing of the Gods 1, Blessing of Iomedae 2,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12s); Blessing of Iomedae (+1 die/+2 dice for non-combat CHA); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing vs Deskari; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
-- [X] Mythic Medal of Clarity: Knowledge: Intelligence +5
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Actually discarding Dominate for 1 Mental damage
Tempclosing Abattoir: Summoning Brimorak

Brimorak:
Henchman Monster B

Traits:
Outsider
Demon
Veteran

Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult 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.


Using Deal with a Demon
Deal with a Demon: 1d12 ⇒ 11
Displaying Frostbite, using 4 mythic counters. Ramexes discards Blessing of Pharasma
Combat 12+12+4+11=39: 3d20 + 11 + 1d20 ⇒ (7, 8, 3) + 11 + (13) = 42
Brimorak is banished. Abattoir is tempclosed
Arcane 7: 1d12 + 7 ⇒ (4) + 7 = 11
Frostbite is recharged
The largest brimorak Amaryllis had ever seen approached with an offer. "Why don't you go help your friends? I will watch the abattoir for you. In exchange, when the witch is defeated, support my claim to rule. What do you say, halfling?"
Amaryllis icily rejected the demon's offer. "You're all evil! I think you're trying to trick me. I will stay here to guard against the witch *and* you!" The sorcerer unleashed a powerful frost spell, freezing the brimorak completely.

Amaryllis wrote:

Hand: Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,

Displayed: Winds of Vengeance, Banner of Valor,
Deck: 14 Discard: 4 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 1

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +1 mythic counter
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +1 mythic counter

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Discarding Dominate for 1 Mental damage

Amaryllis shuddered as she heard screaming from the torture chamber that she just had left. "Good thing Ramexes is there to help!"

Amaryllis wrote:

Hand: Frostbite, Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,

Displayed: Winds of Vengeance, Banner of Valor,
Deck: 13 Discard: 4 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Deskari o'clock
Displaying Banner of Valor at Locust Shrine
Moving to Torture Chamber
Exploring Torture Chamber 1: Demon Hunter

Demon Hunter:
Ally B
Traits:
Human
Ranger To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6 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.

CHA 6+5=11: 1d12 + 12 ⇒ (4) + 12 = 16
Demon Hunter is acquired
Amaryllis brought the banner of valor to the final battle against Areelu Vorlesh. But as she flew past the torture chamber, the sorcerer couldn't help but free a demon hunter.

Discarding Demon Hunter to explore Torture Chamber 2: Deal with a Demon

Deal with a Demon:
Barrier 5
Traits:
Temptation
Demon
To Defeat:
None 0 Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

Deal with a Demon is displayed
The demon hunter offered her thanks, and offered a warning. "The witch has great power, and may try to tempt you if she senses her defeat is near. Be wary of her words."

Discarding Demon Hunter to explore Torture Chamber 3: Toad Demon

Toad Demon:
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Summoning Ivory Templar
Ivory Templar:
Henchman 3
Type: Monster
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.

Using Winds of Vengeance, 1 mythic counter
Combat 20: 1d6 + 7 + 1d20 ⇒ (3) + 7 + (7) = 17
Discarding Ataxian to reroll
Combat 20: 1d6 + 7 + 1d20 + 1d4 ⇒ (6) + 7 + (18) + (1) = 32
Ivory Templar is banished
Discarding Life Leech
Combat 28: 1d12 + 11 + 2d4 + 5 + 1d6 ⇒ (10) + 11 + (4, 1) + 5 + (4) = 35
Life Leech cure: 1d4 + 1 ⇒ (3) + 1 = 4
Animal Tamer, Blessing of Iomedae, Demon Hunter, Ataxian are healed
Arcane 15: 1d12 + 11 ⇒ (5) + 11 = 16
Life Leech is recharged. Toad Demon is banished
The demon hunters were reunited! But a toad demon was furious that it had no one to torture. "You won't torture anyone else! Me and my paladin friend will stop you!" Luckily, the ataxian reminded Amaryllis in time that the paladin was on the demon's side. "Oops!" The sorcerer heroically beat back the dark paladin. "I mean, me and my demon hunter friend!" With the ranger's help, Amaryllis drained the toad demon of its vitality.

Ending turn. Using Winds of Vengeance to move to Abattoir
Arcane 18: 1d12 + 11 ⇒ (1) + 11 = 12
Discarding Boots of Elvenkind to reroll
Arcane 18: 1d12 + 11 + 1d4 ⇒ (10) + 11 + (3) = 24
Winds of Vengeance remains displayed. Resetting hand
Amaryllis rode her magic winds back to the abattoir. Luckily, her magic boots brought her back just in time to prevent the witch from escaping here.

Amaryllis wrote:

Hand: Dominate, Frostbite, Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,

Displayed: Winds of Vengeance, Banner of Valor,
Deck: 13 Discard: 3 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa’s turn)
Discarding Blessing of Iomedae

Arcane 23+4=27: 3d12 + 12 ⇒ (5, 2, 9) + 12 = 28
The oncoming demonic army seemed strengthened by the blood at the abattoir. “But I have Iomedae to strengthen my sorcery!”

Amaryllis wrote:

Hand: Ataxian, Banner of Valor, Life Leech, Demon Hunter, Boots of Elvenkind, Amulet of the Abyss,

Displayed: Winds of Vengeance,
Deck: 15 Discard: 3 Buried: 0
Notes:
Ask before using:
Can use without asking: Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah’s turn)
Umbral Dragon: Revealing Ataxian, recharging Pauldrons of Unflinching Fortitude

Fortitude 11: 1d8 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
Stringy Fiend: Revealing Boots of Elvenkind
Acrobatics 10: 2d8 + 5 ⇒ (4, 8) + 5 = 17
A couple monsters from the cathedral tried to follow Amaryllis away, but she withstood the dragon’s sickening shade and dodged the fiend’s sticky tendrils.

Amaryllis wrote:

Hand: Ataxian, Banner of Valor, Life Leech, Demon Hunter, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss,

Displayed: Winds of Vengeance,
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Deskari o'clock
Moving to Cathedral of Chaos
Exploring Cathedral of Chaos 1: Winds of Vengeance. Drawing Random Spell 1: Divine Blaze. Banishing Divine Blaze

Winds of Vengeance:
Spell 6
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 Display this card next to your deck. While displayed, you may move at the end of your turn, add 1d8 to your combat checks, and reduce Acid, Cold, Electricity, Fire and Ranged Combat damage dealt to you by 4.
At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 18 check to recharge or to continue displaying this card; otherwise, discard it.

Summoning Shadow Demon
Shadow Demon:
Henchman 3
Type: Monster
Traits: Outside 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.

Displaying Wall of Fire
Combat 20: 1d12 + 12 + 2d6 ⇒ (4) + 12 + (3, 3) = 22
Shadow Demon is banished
Arcane 13: 1d12 + 12 ⇒ (11) + 12 = 23
Winds of Vengeance is acquired
Amaryllis found herself blown towards Uliah at the cathedral. "It's so chaotic here!" A divine blaze cast a shadow demon, but the sorcerer ignored it. "I have my own fires!" Instead, the halfling harnessed the power of the wind.

Discarding Animal Tamer to explore Cathedral of Chaos 2: Helm of the Serpent King. Drawing and encountering Random Armor 1: Pauldrons of Unflinching Fortitude. Banishing Helm of the Serpent King

Pauldrons of Unflinching Fortitude:
Armor 5
Traits:
Heavy Armor
Magic
Mythic To Acquire:
Constitution
Fortitude 13 Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
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.

Summoning Shadow Demon. Using Wall of Fire
Combat 20: 1d12 + 12 + 2d6 ⇒ (3) + 12 + (4, 6) = 25
Shadow Demon is banished
Revealing Ataxian. Uliah displays Redeemer Blacksmith

Fortitude 13: 1d8 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
Pauldrons of Unflinching Fortitude are acquired
Amaryllis's new ranger friend found a neat helmet. "It has actual serpents on there!" But Uliah's new blacksmith friend persuaded the marshal otherwise. "You are remarkably brave. Let me give you armor more suitable to your nature." So while Amaryllis continued to keep the shadow demon at bay, the blacksmith forged some mighty pauldrons, which the ataxian enchanted with a touch of fairy magic.

Ending turn. Displaying Winds of Vengeance to move to Abattoir
Arcane 13: 1d12 + 12 ⇒ (3) + 12 = 15
Wall of Fire is recharged
Arcane 18: 1d12 + 12 ⇒ (8) + 12 = 20
Winds of Vengeance remains displayed
"That was fun! I'm going to the abattoir in my new armor!" Just as chaotically as she arrived, the halfling flew back away.

Amaryllis wrote:

Hand: Ataxian, Pauldrons of Unflinching Fortitude, Banner of Valor, Life Leech, Demon Hunter, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss,

Displayed: Winds of Vengeance,
Deck: 14 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa’s turn)
Drawing Random Diplomacy Ally 2: Animal Tamer

Animal Tamer:
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9 Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

CHA 9: 1d12 + 10 ⇒ (7) + 10 = 17
Amaryllis freeted a frightened ranger. “Did Nyctessa release you from the prison vault? Don’t worry, I’ll keep you safe. We’re heroes!”

Amaryllis wrote:

Hand: Ataxian, Wall of Fire, Banner of Valor, Life Leech, Blessing of the Gods 1, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss, Demon Hunter, Animal Tamer,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12s); Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Revealing Boots of Elvenkind

Acrobatics 10: 2d8 + 5 ⇒ (7, 3) + 5 = 15
Amaryllis remains at Prison Vault
"Hey now I can see Nyctessa in the portal again. Hi Nyctessa!" But a stringy tendril suddenly reached through the portal! Amaryllis dodged out of the way, but it looked like the tendril grabbed Uliah!

(Amaryllis's turn)
Blessing 1: Deskari o'clock
Exploring Prison Vault 1: Rasping Rift Portal

Rasping Rift Portal:
Barrier 6
Traits:
Obstacle
Magic
Arcane
To Defeat:
Intelligence
Arcane
Knowledge
Divine 18 If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Summoning Ivory Templar
Ivory Templar:
Henchman 3
Type: Monster
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.

Displaying Frostbite. Nyctessa reveals Binder's Tome
Combat 20: 1d12 + 12 + 1d6 + 1d4 ⇒ (4) + 12 + (3) + (4) = 23
Ivory Templar is banished. Nyctessa reveals Binder's Tome
Arcane 7: 1d12 + 12 + 1d4 ⇒ (7) + 12 + (2) = 21
Frostbite is recharged
Nyctessa reveals Binder's Tome
Arcane 18: 1d12 + 12 + 1d4 ⇒ (3) + 12 + (2) = 17
Discarding Dominate to reroll
Arcane 18: 1d12 + 12 + 1d4 + 1d4 ⇒ (10) + 12 + (4) + (3) = 29
Random open location: 1d4 + 1 ⇒ (1) + 1 = 2
Moving to Locust Shrine. Rasping Rift Portal is banished
Once more the evil paladin was guarding the portal. Once more Amaryllis used her frost magic. Once more the sorcerer turned her attention to the portal, and once more she happened to look inside. "Oh now it's Ramexes in there again. Hi Ramexes!"
Luckily, Nyctessa was there. "Focus, halfling!"
The sorcerer was momentarily cowed by the wizard's domineering presence. "Oh right. I'm focusing!" Amaryllis finally was able to deactivate the portal. "Yay! I did it!" The halfling waved at the pitborn. "Did you see me do it Ramexes? Did you?" She stepped closer to Ramexes's fading image.

There was just enough energy left in the portal to suck Amaryllis through once last time.

Ending turn
Arcane 14: 1d12 + 12 ⇒ (9) + 12 = 21
Dominate is recharged. Resetting hand

Amaryllis wrote:

Hand: Ataxian, Wall of Fire, Banner of Valor, Life Leech, Blessing of the Gods 1, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12s); Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Banner of Valor (display at any location for +1d8 vs Demon banes until closed)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(On Ramexes's turn)
Blessing of the Gods, Blessing of the Gods, Blessing of the Gods, Mist Horn, Stole of the Inheritor are cured
Discarding Dimension Leap to move to Prison Vault

Arcane 12: 1d12 + 12 ⇒ (5) + 12 = 17
Dimension Leap is recharged
"Thanks, Ramexes! I'll get that portal this time!" vowed Amaryllis defiantly. "I am outta here!" The sorcerer returned back through the portal to the prison vault, luckily just avoiding a swarm of locusts.

Amaryllis wrote:

Hand: Ataxian, Dominate, Frostbite, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Exploring Prison Vault 1: Rasping Rift Portal

Rasping Rift Portal:
Barrier 6
Traits:
Obstacle
Magic
Arcane
To Defeat:
Intelligence
Arcane
Knowledge
Divine 18 If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Summoning Ivory Templar
Ivory Templar:
Henchman 3
Type: Monster
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.

Discarding Life Leech
Combat 20: 1d12 + 11 + 2d4 ⇒ (4) + 11 + (1, 4) = 20
Life Leech cure: 1d4 + 1 ⇒ (3) + 1 = 4
Sacred Prism, Surgeon, Boots of Elvenkind, Amulet of the Abyss are healed. Revealing Swallowtail Bracers
Arcane 15: 1d12 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Life Leech is recharged. Ivory Templar is banished
Discarding Blessing of the Gods copying Blessing of Ascension for 1 mythic counter, revealing Swallowtail Bracers

Arcane 18: 1d12 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Discarding Frost Ray to reroll
Arcane 18: 1d12 + 12 + 1 + 1d4 ⇒ (1) + 12 + 1 + (2) = 16
Force, Mental damage: 1d4 + 1 + 1d4 + 1 ⇒ (4) + 1 + (2) + 1 = 8
Discarding hand to Force and Mental damage
Random other location: 1d5 + 1 ⇒ (1) + 1 = 2
Moving to Locust Shrine. Rasping Rift Portal is topdecked faceup at Prison Vault
The paladin was back guarding the portal. "I can't be stopped that easily. I'm a hero!" After draining his energy to restore her health, the sorcerer turned her attention to the portal, but unluckily, she happened to look inside. "Oh cool! Now I can see Ramexes in there. Hi Ramexes!" The halfling waved, but leaned too close to the rift, and got sucked inside. Again.

Ending turn
Arcane 13: 1d12 + 12 ⇒ (11) + 12 = 23
Wall of Fire is recharged. Resetting hand
Arcane 8: 1d12 + 12 ⇒ (4) + 12 = 16
Frost Ray is recharged

(At the start of Uliah's turn)
Recharging Surgeon to heal Swallowtail Bracers

Glissa put a bandage on the dazed sorcerer. "But I even remembered to use magic this time!"

Amaryllis wrote:

Hand: Ataxian, Surgeon, Dominate, Frostbite, Dimension Leap, Blessing of Iomedae, Boots of Elvenkind, Amulet of the Abyss,

Displayed:
Deck: 9 7 Discard: 5 6 Buried: 0
Notes: Will Dimension Leap back to Prison Vault at a convenient time before my next turn. (Probably if Ramexes encounters a dangerous bane, or else on Nyctessa's first exploration.)
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(At the start of Nyctessa’s 1st exploration)
Discarding Dimension Leap to move to Prison Vault

Arcane 12: 1d12 + 11 ⇒ (4) + 11 = 15
Dimension Leap is recharged
Amaryllis jumped back through the portal. “Oops! I forgot to use magic!”

Amaryllis wrote:

Hand: Blessing of the Gods 1, Wall of Fire, Swallowtail Bracers, Mist Horn, Frost Ray, Blessing of the Gods 3, Life Leech,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes:
Ask before using: 2 Blessings of the Gods (adds d12s)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Mist Horn (display at any location to prevent 3 monster damage until start of my turn)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Exploring Prison Vault 1: Rasping Rift Portal

Rasping Rift Portal:
Barrier 6
Traits:
Obstacle
Magic
Arcane
To Defeat:
Intelligence
Arcane
Knowledge
Divine 18 If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Summoning Ivory Templar
Ivory Templar:
Henchman 3
Type: Monster
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.

Displaying Frostbite
Combat 20: 1d12 + 12 + 1d6 ⇒ (11) + 12 + (4) = 27
Ivory Templar is banished
Arcane 7: 1d12 + 12 ⇒ (11) + 12 = 23
Frostbite is recharged
Using 1 mythic counter for Mythic Medal of Spirit, discarding Blessing of the Gods

Divine 18: 1d4 + 5 + 1d12 ⇒ (4) + 5 + (4) = 13
Discarding Swipe to reroll
Divine 18: 1d4 + 5 + 1d12 + 1d4 ⇒ (3) + 5 + (1) + (3) = 12
Force, Mental damage: 1d6 + 1 + 1d6 + 1 ⇒ (3) + 1 + (2) + 1 = 7
Discarding hand to Force and Mental damage
Random other location: 1d5 + 1 ⇒ (5) + 1 = 6
Moving to Occult Library. Rasping Rift Portal is topdecked faceup at Prison Vault
A paladin was guarding a portal. Amaryllis's newfound piety helped her realize something. "This is an evil portal. You're an evil paladin!" After using her frostmagic to defeat the paladin, the sorcerer turned her attention to the portal, but unluckily, she happened to look inside. "Oh cool! I can see Nyctessa in there. Hi Nyctessa!" The halfling waved, but leaned too close to the rift, and got sucked inside!

Ending turn
Arcane 10: 1d12 + 11 ⇒ (10) + 11 = 21
Swipe is recharged. Resetting hand

Blessing 1: Ascension o'clock
Exploring Prison Vault 1: Rasping Rift Portal

Rasping Rift Portal:
Barrier 6
Traits:
Obstacle
Magic
Arcane
To Defeat:
Intelligence
Arcane
Knowledge
Divine 18 If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
After you act, move to a random other location.

Summoning Ivory Templar
Ivory Templar:
Henchman 3
Type: Monster
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.

Displaying Frostbite
Combat 20: 1d12 + 12 + 1d6 ⇒ (3) + 12 + (3) = 18
Ivory Templar is banished
Arcane 7: 1d12 + 12 ⇒ (8) + 12 = 20
Frostbite is recharged
Using 1 mythic counter for Mythic Medal of Spirit, discarding Blessing of the Gods

Divine 18: 1d4 + 5 + 1d12 ⇒ (3) + 5 + (6) = 14
Discarding Swipe to reroll
Divine 18: 1d4 + 5 + 1d12 + 1d4 ⇒ (3) + 5 + (5) + (2) = 15
Force, Mental damage: 1d6 + 1 + 1d6 + 1 ⇒ (2) + 1 + (2) + 1 = 6
Discarding hand to Force and Mental damage
Random other location: 1d5 + 1 ⇒ (3) + 1 = 4
Moving to Occult Library. Rasping Rift Portal is topdecked faceup at Prison Vault
A paladin was guarding a portal. Amaryllis's newfound piety helped her realize something. "This is an evil portal. You're an evil paladin!" After using her frostmagic to defeat the paladin, the sorcerer turned her attention to the portal, but unluckily, she happened to look inside. "Oh cool! I can see Nyctessa in there. Hi Nyctessa!" The halfling waved, but leaned too close to the rift, and got sucked inside!

Ending turn
Arcane 10: 1d12 + 11 ⇒ (2) + 11 = 13
Swipe is recharged. Resetting hand

Amaryllis wrote:

Hand: Dimension Leap, Blessing of the Gods 1, Wall of Fire, Swallowtail Bracers, Mist Horn, Frost Ray, Blessing of the Gods 3, Life Leech,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes:
Ask before using: 2 Blessings of the Gods (adds d12s)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +5 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +5 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Upgrading Spell 3 Scrying into Spell 6 Dominate
Gaining Mythic Medal of Spirit: Divine: WIS +5
Replacing Loot Item 3 Spherewalker Staff with Item 2 Boots of Elvenkind
Replacing Loot Item 1 Scale of Cloudwalking with Loot Item 6 Amulet of the Abyss
Starting at Prison Vault

It was hard work, but Amaryllis's resolute spirit was finally helping her recognize the difference good gods and bad gods. "It is hard! But I guess it's part of being a hero." Nevertheless, as the sorcerer set out for the vault, she practiced a new spell that would make it easier for even enemies to be her friend.

Amaryllis wrote:

Hand: Surgeon, Blessing of the Gods 2, Sacred Prism, Frostbite, Amulet of the Abyss, Swipe, Stole of the Inheritor, Boots of Elvenkind,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12s); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Surgeon (recharge to cure 1 card at my location); Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 non-random at my location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +6 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +6 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Using Wall of Fire. Ramexes discards Blessing of Pharasma. Nyctessa reveals Binder's Tome

Combat 30: 3d12 + 6 + 2d6 + 1d4 ⇒ (4, 5, 2) + 6 + (5, 4) + (1) = 27
Discarding Ataxian to reroll
Combat 30: 3d12 + 6 + 2d6 + 1d4 + 1d4 ⇒ (10, 7, 2) + 6 + (2, 5) + (4) + (4) = 40
Using Wall of Fire. Nyctessa discards Blessing of Abraxas and reveals Binder's Tome
Combat 30: 3d12 + 6 + 2d6 + 1d4 ⇒ (1, 12, 8) + 6 + (2, 1) + (3) = 33
Yracandra is banished
Yracandra sneered and tried to penetrate Amaryllis's wall of fire. "You're not a real hero. Your friends will abandon you!" The sorcerer faltered for a moment, but luckily just then her pixie flew in and pricked the demon, and that burst of luck was all Amaryllis needed. "You're lying!" denounced the halfling. "Ramexes and Nyctessa are true friends!" With their help, Amaryllis blazed her fires even hotter, incinerating the betrayal demon lord trapped within.

We win!


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 2: Starsong o'clock
Stole of the Inheritor cure: 1d4 + 4 ⇒ (3) + 4 = 7
Revealing Stole of the Inheritor and burying Blessing of Iomedae to cure Nyctessa for 7 cards
Displaying Wall of Fire

"Don't listen to the evil betrayal demon, Nyctessa! Because I won't betray you!" To emphasize the point, Amaryllis used the magic scarf of Iomedae to cure the dhamphir, then cast a wall of fire to protect them both.

Exploring Soul Foundry 1: Yracandra

Yracandra:
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 30
THEN Combat 30 Yracandra may not be evaded and is immune to the Electricity and Poison traits.
Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
If defeated, each character at this location draws 2 cards.

Uliah attempts to close Caverns
Ultimate Marshal: Amaryllis gives 5 mythic counters to Nyctessa.
Nyctessa displays Transmogrify

The halfling marshal rallied her friends. "Nyctessa, let's make a spectacular magic attack together! And Uliah, make sure she doesn't escape out the cave!"

(After closing check)
Discarding instead of recharging Sword of Subtlety, Pyromaniac Mage.
Amaryllis cannot make a WIS 14 check. No mythic counters
Nyctessa must discard 2 random cards, then make a WIS 14 check or expend 1d4 mythic charges

But Yracandra's words were not without effect. Her mage friend Blaine suddenly lost confidence in Amaryllis, and kept her sword from her.

Pausing for Uliah to make closing check, and Nyctessa to do villain's before you act

Amaryllis wrote:

Hand: Stole of the Inheritor, Ataxian, Spherewalker Staff,

Displayed: Wall of Fire,
Deck: 13 Discard: 5 Buried: 2
Notes: Wall of Fire adds +2d4 and Fire to combat at my location until end of turn
Ask before using:
Can use without asking:
Mythic Charges: 0

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +0 mythic counters
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +0 mythic counters

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Discarding Blessing of the Gods copying Blessing of Ascension to gain 1 mythic counter

Amaryllis defied Yracandra. "I'm a hero! I'm going to help my friends, not betray them!"

Amaryllis wrote:

Hand: Stole of the Inheritor, Wall of Fire, Ataxian, Pyromaniac Mage, Sword of Subtlety, Spherewalker Staff, Blessing of Iomedae,

Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: If at Soul Foundry, Amaryllis will ultimate marshal to give 5 mythic counters to whoever is encountering villain
Ask before using:
Can use without asking: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +5
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Discarding Sword of Subtlety for 1 Mental damage

There were more screams from the torture chamber. Amaryllis winced again. But maybe they were happy screams? It was sometimes hard to tell with Nyctessa.

(Amaryllis's turn)
Blessing 1: Shax o'clock

Arcane 10: 1d12 + 12 ⇒ (10) + 12 = 22
Mist Horn is recharged
Random location: 1d7 ⇒ 7
Amaryllis cannot make a INT/Knowledge/WIS/Survival 14 check. Moving to Middle of Nowhere
As the mist dissipated, Amaryllis emerged from the cave ready to fight the evil...
"Huh. It's really dark in here. I think I made a wrong turn?" Luckily, her magic staff let her find the correct path.

Revealing Spherewalker Staff and discarding Wall of Fire to move without restrictions to Soul Foundry
As the mist dissipated, Amaryllis emerged from the cave ready to fight the evil vulture demon lord!

Exploring Soul Foundry 1: Firadreal

Firadreal:
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40 Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.

Electricity damage: 1d4 + 1 ⇒ (2) + 1 = 3
Revealing Stole of the Inheritor to prevent 3 Demon Electricity damage
Revealing Ataxian, revealing and discarding instead of recharging Swallowtail Bracers. Using d4s

Fortitude 9: 2d4 + 4 + 1 + 1 ⇒ (3, 4) + 4 + 1 + 1 = 13
Discarding Life Leech, using 3 mythic counters. Nyctessa discards Blessing of Achaekek
Combat 40: 3d20 + 12 + 2d4 ⇒ (7, 11, 18) + 12 + (1, 1) = 50
Life Leech: 1d4 + 1 ⇒ (4) + 1 = 5
Blessing of the Gods, Wall of Fire, Blessing of the Gods, Sword of Subtlety, Swallowtail Bracers are cured. Life Leech remains discarded.
Firadreal is banished. Gaining 1 mythic counter. Soul Foundry remains open with non-villains banished

Firadreal shot lightning at the halfling, but Amaryllis's holy scarf insulated her. Borne by her magic bracers and pixie magic, the sorcerer easily remained out of reach of the vulture's noxious wings, until with a huge burst of sorcery she extracted Firadreal's whole essence in a way reminiscient of one of Nyctessa's dark friends. With a scream, the lifeless vulture demon crashed to the ground.
"And this is the part where I would owe you some thanks," hissed a voice from the darkness. Yracandra emerged from the foundry. Amaryllis turned to the treachery demon lord. "Uh... you're welcome?"

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Stole of the Inheritor, Blessing of the Gods 1, Wall of Fire, Ataxian, Pyromaniac Mage, Sword of Subtlety, Spherewalker Staff, Blessing of Iomedae,

Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes:
Ask before using:
Can use without asking: Blessing of the Gods (adds d12s); Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Mythic Charges: 4

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +4
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Sifkesh o'clock
Exploring Cavern 1: Worm Demon

Worm Demon:
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10 The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_

Revealing Sword of Subtlety
Combat 10+4=14: 1d6 + 7 + 1d6 + 2 ⇒ (4) + 7 + (2) + 2 = 15
Worm Demon is banished
Amaryllis forgot her swordtraining as soon as she neared the worm, but even her clumsy strikes with a subtle weapon were enough to defeat the demon.

Displaying Horn of Mist at Soul Foundry
With a moment's respite, she uncorked her horn, and let flow a protective bubble to the soul foundry.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Stole of the Inheritor, Sword of Subtlety, Swallowtail Bracers, Ataxian, Wall of Fire, Life Leech, Spherewalker Staff, Blessing of the Gods 1,

Displayed: Mist Horn,
Deck: 12 Discard: 2 Buried: 1
Notes: Mist Horn prevents 3 monster damage at Soul Foundry until start of my next turn
Ask before using: Blessing of the Gods (adds d12s)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +6
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 3: Nethys o'clock
Moving to Cavern

Sacred Prism: 1d4 ⇒ 3
Blessing of the Gods, Pyromaniac Mage, Demon Hunter are cured
Amaryllis fled to the cavern, clutching the sacred prism to ease the horror.

Exploring Cavern 1: Blasphemy Demon

Blasphemy Demon:
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13 The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.

Discarding Frost Ray
Combat 21: 1d12 + 12 + 2d6 ⇒ (11) + 12 + (4, 3) = 30
Arcane 8: 1d12 + 12 ⇒ (1) + 12 = 13
Frost Ray is recharged. Blasphemy Demon is banished
A demon was waiting there, but it was nothing like the horrors Amaryllis had already seen. Her ice rays quickly defeated it.

Discarding Blessing of the Gods copying Blessing of Nethys to examine Cavern 2: Worm Demon, Cavern 3: Sword of Subtlety

Worm Demon:
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10 The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_

Sword of Subtlety:
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Exploring Cavern 3: Sword of Subtlety
STR 12: 1d6 + 7 ⇒ (1) + 7 = 8
Discarding Swipe to reroll
STR 12: 1d6 + 7 + 1d4 ⇒ (3) + 7 + (3) = 13
Sword of Subtlety is acquired
Another minor demon awaited, but luckily the halfling caught a glimpse of a small blade in the darkness. With a magical tug Amaryllis grabbed the weapon.

Ending turn
Arcane 10: 1d12 + 12 ⇒ (2) + 12 = 14
Swipe is recharged. Resetting hand
Arcane 7: 1d12 + 12 ⇒ (11) + 12 = 23
Frostbite is recharged

(At the start of Uliah's turn)
Shuffled Soul Foundry (11 is escaped/villain or blessing): 1d11 ⇒ 8
Shuffled Soul Foundry (11 is escaped/villain or blessing): 1d11 ⇒ 5
Shuffled Soul Foundry (11 is escaped/villain or blessing): 1d11 ⇒ 10
Shuffled Soul Foundry (11 is escaped/villain or blessing): 1d11 ⇒ 4
Shuffled Soul Foundry (11 is escaped/villain or blessing): 1d11 ⇒ 9
Discarding Scrying for monsters at Soul Foundry to examine Soul Foundry 8: Firadreal, Soul Foundry 10: Alderpash's Ghoul, Soul Foundry 9: Putrid Ooze

Firadreal:
Villain 6
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 40 Firadreal is immune to the Electricity and Poison traits.
During this encounter, on any check, you may roll a d4 instead of the normal die; for each die you roll that is not a d20 or a d4, bury a card from your deck.
Before you act, each character at your location is dealt 1d4+1 Electricity damage, then must succeed at a Constitution or Fortitude 9 check or that character may not play boons that have the Attack trait or weapons during this encounter.

Alderpash's Ghoul:
Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23 Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Putrid Ooze:
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_

Topdecking Firadreal, Alderpash's Ghoul, Putrid Ooze
Arcane 12: 1d12 + 12 ⇒ (2) + 12 = 14
Scrying is recharged
The sorcerer tried once more to discern what was within the soul foundry. Again she sensed ghouls and ghosts, but above them... "It's that vulture demon lord!"

Amaryllis wrote:

Hand: Stole of the Inheritor, Sword of Subtlety, Swallowtail Bracers, Scrying, Wall of Fire, Mist Horn, Spherewalker Staff, Blessing of the Gods 1,

Displayed:
Deck: 14 13 Discard: 2 Buried: 1
Notes:
Ask before using: Blessing of the Gods (adds d12s)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Mist Horn (display at any location to prevent 3 monster damage until start of my turn)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +6
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

Oops. Before Nyctessa examined Cavern, it should have had an escaped villain/blessing shuffled in. If that new card wasn't Cavern 1-3, we might be okay. But if it was in the top 3, it would probably have affected my turn.
Escaped villain/blessing in Cavern 1-3?: 1d11 ⇒ 7


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Tempclosing Torture Chamber: Everyone takes 1 Mental damage that may not be reduced
Discarding Frostbite for 1 Mental damage

Amaryllis felt sick as she looked at the icky substance. "We can't let those demons use this stuff ever again!"

Amaryllis wrote:

Hand: Stole of the Inheritor, Blessing of the Gods 2, Frost Ray, Swipe, Mist Horn, Spherewalker Staff, Sacred Prism,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Unstable Accelerant will force everyone to play cards when I do. I’ll move away to Cavern on my next turn
Ask before using: Blessing of the Gods (adds d12s); Swipe (discard for -3 to combat difficulty); Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 non-random at my location)
Can use without asking: Unstable Accelerant makes things really awkward at the moment :(
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +6
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Rallying Cry is banished
Discarding Demon Hunter to explore Torture Chamber 2: Quadnys Orlun

Quadnys Orlun:
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 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.

Arcane 6: 1d12 + 12 ⇒ (12) + 12 = 24
Quadnys Orlun is acquired
The ranger ran to the side of another torture victim. “Quadnys, are you okay?”

Discarding Quadnys Orlun to explore Torture Chamber 3: Unstable Accelerant

Unstable Accelerant:
Barrier 6
Traits:
Trap
Alchemical
To Defeat:
None Display this barrier faceup next to your location; the barrier is undefeated.
While displayed, when a character at that location plays a boon, each other character who can play a boon of the same type does so. When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die.
When that location deck has no cards remaining, banish this barrier.

Unstable Accelerant is displayed
Quadnys was gasping in horror. “We have to leave here, now! There is a horrific substance they were testing on me.” The wizard broke off, shuddering. Amaryllis saw an bubbling orange liquid start to ooze quickly- too quickly- out of the device Quadnys had been locked into.

Ending turn

Amaryllis wrote:

Hand: Stole of the Inheritor, Blessing of the Gods 2, Frost Ray, Swipe, Frostbite, Mist Horn, Spherewalker Staff, Sacred Prism,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes: Unstable Accelerant will force everyone to play cards when I do. I’ll move away to Cavern on my next turn
Ask before using: Blessing of the Gods (adds d12s); Swipe (discard for -3 to combat difficulty); Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 non-random at my location)
Can use without asking: Unstable Accelerant makes things really awkward at the moment :(
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +6
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 2: Shelyn o'clock
Exploring Torture Chamber 1: Rallying Cry

Rallying Cry:
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 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.

Summoning Random Diplomacy Ally 1 2: Demon Hunter
Demon Hunter:
Ally B
Traits:
Human
Ranger To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6 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.

CHA 6: 1d12 + 10 ⇒ (6) + 10 = 16
Demon Hunter is acquired. Everyone must attempt to acquire a Diplomacy Ally.
Amaryllis threw a switch, releasing tortured prisoners all across the tower. A ranger stumbled out in front of her. "You're free now!" she shouted.

Pausing for Diplomacy allies to be provided and for everyone to make their checks.

Amaryllis wrote:

Hand: Stole of the Inheritor, Blessing of the Gods 2, Frost Ray, Swipe, Frostbite, Mist Horn, Spherewalker Staff, Sacred Prism, Demon Hunter,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: I can Spherewalker Staff on my turn if someone needs help moving
Ask before using: Blessing of the Gods (adds d12s); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 non-random at my location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +6
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Xoveron o’clock
Exploring Torture Chamber 1: Spiked Pit Trap

Spiked Pit Trap:
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 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.

Discarding Blessing of the Gods
Acrobatics 8+6=14: 1d8 + 5 + 1d12 ⇒ (2) + 5 + (3) = 10
Discarding Dimension Leap to reroll
Acrobatics 8+6=14: 1d8 + 5 + 1d12 + 1d4 ⇒ (3) + 5 + (6) + (1) = 15
Spiked Pit Trap is banished
A pit around the room prevented prisoners from escaping. Amaryllis tried to leap over, but spikes shot up at her! Luckily, the sorcerer dimension doored to safety.

Using Spiked Pit Trap to explore Torture Chamber 2: Drocha Swarm

Drocha Swarm:
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Displaying Wall of Fire
Combat 20 (24): 1d12 + 12 + 2d10 ⇒ (5) + 12 + (2, 6) = 25
Drocha Swarm is banished
A swarm of tortured souls swarmed towards the new living being in their midst, but Amaryllis summoned a wall of fire to keep them at bay.

Discarding Pyromaniac Mage to explore Torture Chamber 3: Armor of the Pious

Armor of the Pious:
Armor 2
Traits:
Heavy Armor
Magic
Healing To Acquire:
Constitution
Fortitude 8 When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
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 when you reset your hand.

Fortitude 8: 1d8 + 4 ⇒ (2) + 4 = 6
Armor of the Pious is banished
The halfling came across the armor of a poor paladin, which had been thoroughly desecrated. Amaryllis shuddered.

Discarding Scrying for Monsters to examine Soul Foundry 1: Alderpash’s Ghoul, Soul Foundry 2: Fire Shield, Soul Foundry 3: Putrid Ooze

Alderpash's Ghoul:
Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23 Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Fire Shield:
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card

Putrid Ooze:
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_

Bottomdecking Alderpash’s Ghoul, Putrid Ghost. Fire Shield is shuffled back into Soul Foundry
Arcane 12: 1d12 + 12 ⇒ (8) + 12 = 20
Scrying is recharged
Amaryllis followed the trail of souls farther into the tower, trying to sense any of the demons they were seeking.

Ending turn
Arcane 13: 1d12 + 12 ⇒ (5) + 12 = 17
Wall of Fire is recharged
Arcane 12: 1d12 + 12 ⇒ (6) + 12 = 18
Dimension Leap is recharged. Resetting hand

Amaryllis wrote:

Hand: Stole of the Inheritor, Blessing of the Gods 2, Frost Ray, Swipe, Frostbite, Mist Horn, Spherewalker Staff, Sacred Prism,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: I can Spherewalker Staff on my turn if someone needs help moving
Ask before using: Blessing of the Gods (adds d12s); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Mist Horn (display at any location to prevent 3 monster damage until start of my turn); Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 non-random at my location)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +6
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Gaining Power Feat: "If you fail a check that has the Arcane trait or any check, you may bury or discard a card from your hand to ignore the result and reroll the dice and add 1d4. You must take the second result."
Upgrading Item 1 Crown of Charisma into Item 6 Ring of Energy Resistance
Gaining Mythic Medal of Agility: Ranged: DEX +5
Replacing Item B Cape of Escape with Loot Item B Sacred Prism
Replacing Item 6 Ring of Energy Resistance with Loot Item 1 Scale of Cloudwalking
Replacing Item 1 Wand of Shield with Loot Item 2 Banner of Valor
Replacing Item 2 Boots of Elvenkind with Loot Item 3 Spherewalker Staff
Replacing Item 4 Wand of Treasure Finding with Loot Item 3 Swallowtail Bracers
Replacing Armor 4 Robe of Energy Resistance with Loot Armor 5 Stole of the Inheritor
Starting at Torture Chamber

As her allies destroyed Yealek-Vor, the demon's dark power rushed towards the sanctum. But when Amaryllis destroyed the cursed blade, the energy had only one place to go- into the sorcerer. She could feel her luck exploding with potential.

Ollysta bid farewell to the halfling as Amaryllis set off for the next mission. "I dare not accompany you on this next quest. You need someone with enough agility to match your heroic abilities. Seek out Aucinda, if she lives." The paladin gave her a magic ring. "Until then, may the Goddess be your shield."

Amaryllis entered into the tower, but she quickly got lost. It was so confusing. And she wasn't even sure if they were supposed to be fighting vulture demons or treachery demons. All that thinking was torture for Amaryllis.

Amaryllis wrote:

Hand: Stole of the Inheritor, Pyromaniac Mage, Scrying, Swipe, Blessing of the Gods 3, Mist Horn, Wall of Fire, Dimension Leap,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods (adds d12s); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Scrying (discard to examine top 3 of any location, topdeck/bottomdeck chosen type, shuffle rest back in); Dimension Leap (discard at start of encounter to move me to/from encounter location); Mist Horn (display at any location to prevent 3 monster damage until start of my turn)
Mythic Charges: 6

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +6
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +6
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Ascension o'clock
Moving to Sanctum
Displaying Wall of Fire
Displaying Mist Horn at Cavern

With a flash of fire and a puff of smoke, Amaryllis reentered the sanctum!

Ending turn
Arcane 13: 1d12 + 11 ⇒ (10) + 11 = 21
Wall of Fire is recharged. Resetting hand, discarding Frostbite
Arcane 7: 1d12 + 11 ⇒ (8) + 11 = 19
Frostbite is recharged
(At the start of Uliah's turn)
Recharging Surgeon to cure Blessing of the Gods

The surgeon gave Amaryllis one last cure.

When someone encounters the villain:

Tempclosing Sanctum: Banishing Traitor's Blade
Yealek-Vor: Recharging Pyromaniac Mage, revealing and recharging Swallowtail Bracers

Divine 12: 2d4 + 1d6 + 1 + 1 ⇒ (2, 3) + (2) + 1 + 1 = 9
Discarding Life Leech to reroll
Divine 12: 2d4 + 1d6 + 1 + 1 ⇒ (3, 2) + (5) + 1 + 1 = 12
Can play cards vs the villain!
The sorcerer disenchanted the blade that the traitor had given her, preventing Yealek-Vor from retreating to his sanctum. But that ritual also severed Amaryllis's connection to where the battle was going on! Luckily, her apprentice came through, using the swallowtail bracers to open a divine channel to her allies.

Amaryllis wrote:

Hand: Life Leech, Traitor's Blade, Amulet of the Abyss, Swallowtail Bracers, Marksman's Bow, Pyromaniac Mage, Blessing of the Gods,

Displayed: Mist Horn,
Deck: 14 Discard: 1 Buried: 1
Notes: Will banish Traitor's Blade to tempclose Sanctum. Mist Horn prevents 3 monster damage at Cavern until start of my next turn.
Ask before using:
Can use without asking: Blessing of the Gods (adds d12s)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +5
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah’s turn)
Discarding Blessing of the Gods copying Blessing of Ascension to gain 1 mythic counter

The little marshal knew she had an important role, volunteering to take the blade into the enemy’s sanctum to destroy it. “Just like in all the myths!”

Amaryllis wrote:

Hand: Life Leech, Traitor's Blade, Amulet of the Abyss, Frostbite, Mist Horn, Pyromaniac Mage, Wall of Fire,

Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes: I have a corrupted weapon to banish, but am not at Sanctum. Will use Mist Horn to stop 3 villain damage
Ask before using:
Can use without asking:
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +5
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o’clock
Exploring Cavern 1: Traitor’s Blade

Traitor's Blade:
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 13 If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

Discarding Blessing of the Gods
DEX 13: 1d8 + 3 + 1d12 ⇒ (3) + 3 + (9) = 15
Traitor’s Blade is acquired
Amaryllis crept into the cavern to rendezvous with an ambitious minion that Nyctessa had located. The traitorous underling handed halfling a dark blade. "This is the key to Yealek-Vor's undoing."

Random other location: 1d5 + 1 ⇒ (4) + 1 = 5
Recharging Ollysta Zadrian to move to Abattoir
Amaryllis was spirited out by the paladin, but in her excitement she made a wrong turn, and wound up back at the abattoir.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Life Leech, Traitor's Blade, Blessing of the Gods 2, Amulet of the Abyss, Frostbite, Mist Horn, Pyromaniac Mage, Wall of Fire,

Displayed:
Deck: 13 Discard: 1 Buried: 1
Notes: I have a corrupted weapon to banish, but am not at Sanctum. Will use Blessing of the Gods if top blessing is Blessing of Ascension to gain a mythic counter
Ask before using: Blessing of the Gods (adds d12s)
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 6; Mist Horn (display at any location to prevent 3 monster damage until start of my next turn)
Mythic Charges: 4

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +4
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 3: Baphomet o’clock
Sacred Prism cure: 1d4 ⇒ 4
Burying Sacred Prism for Nyctessa to cure 4 cards. Giving Ataxian to Nyctessa.

Ataxian:
Ally 5
Pixie
Reveal this card to add 1 to your Constitution of Fortitude check.
Discard this card and succeed at a Charisma or Diplomacy 10 check to evade a monster whose highest difficulty to defeat is 22 or lower.
Discard this card to explore your location.

Moving to Abattoir.
Sanctum: No cards remaining in hand.

Amaryllis went to leave the sanctum, but was stopped. “You can’t take our secrets from here,” intoned the demonic guardians.
The halfling thought for a moment. “Here, Ataxian, give the Sacred Prism to Nyctessa. Then I won’t have any secrets!”

Shuffled Abattoir (4=Blessing 1): 1d4 ⇒ 2
Exploring Abattoir 2: Gargoyle

Gargoyle:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 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.
This sinister crouching humanoid resembles a horned, winged demon statue_

Amaryllis cannot make a Combat 14+4+4=22 check. Gargoyle is shuffled back into Abattoir
Amaryllis thought she saw a weapon at the Abattoir, but before she could take it, a gargoyle flew at her. "Eek!" The halfling took cover as the stone creature swooped away.

Ending turn
Arcane 12: 1d12 + 9 ⇒ (10) + 9 = 19
Scrying is recharged. Resetting hand

Amaryllis wrote:

Hand: Marksman's Bow, Ollysta Zadrian, Blessing of the Gods 3, Amulet of the Abyss, Frostbite, Mist Horn, Pyromaniac Mage, Wall of Fire,

Displayed:
Deck: 14 Discard: 0 Buried: 1
Notes: If the top blessing is Blessing of Ascension, Amaryllis will use Blessing of the Gods to get 1 mythic counter. If possible, Amaryllis will topdeck Ollysta Zadrian before an encounter in which she will be encountering a Demon/Cultist.
Ask before using: Blessing of the Gods (adds d12s); Ollysta Zadrian (topdeck to shuffle any location and then examine top card)
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 6; Mist Horn (display at any location to prevent 3 monster damage until start of my next turn); Ollysta Zadrian to avoid Demonic Horde
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- STR Mythic Bonus: +3
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +3
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 5
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

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