
![]() |
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.
During the first exploration of each turn, damage dealt is
decreased by 1.
Display Herald of Iomadae next to the blessings deck; banish it
at the end of the scenario.
While displayed, at the end of any character’s turn,
that character may shuffle 1d4+1 random cards from
his discard pile into his deck; if he does, a character
must either bury a blessing or discard the top of the
blessings deck.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 0
Blessings Remaining: 30
Blessings Deck
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Villain Monster 1
Traits
Pitborn
Demon
Witch
Check
Combat
12
Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Knowledge
7
OR
Diplomacy
10
Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Notes: At this location: Yoon
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Monster B
Traits
Pitborn
Demon
Rogue
Elite
Check
Combat
12
Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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Hand: Blessing of the Gods 1, Helpful Haversack, Blessing of the Gods 2, Light Crossbow, Stalking Armor,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dex +1
Stealth: Dex +2
Constituion d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constituion+2
Intelligence d6 [ ] +1
Wisdom d4 [ ]+1
Charisma d4 [ ] +1 [ ] +2 [ ] +3
Favored Card: Player's Choice (armor or weapon)
Hand Size 5
Proficient with: Light armors, [ ] Weapons
Powers:
You may recharge ([ ]or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] or 1d8) for each card discarded
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type ro reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.
Turn 1
Start of turn - Reveal Handy Haversack to look at top card of character deck. Yom-Yom. Leave it on top of the deck.
Yoon explores. Finds a Ranseur of the Gargoyle.
Too hard to get. Pass.
Discard Blessing of the Gods to explore again.
Frog
Not worth it. Fail.
End of turn, recharge Blessing of the Gods

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Hand: Helpful Haversack, Blessing of the Gods 2, Light Crossbow, Stalking Armor, Gom-Gom,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dex +1
Stealth: Dex +2
Constituion d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constituion+2
Intelligence d6 [ ] +1
Wisdom d4 [ ]+1
Charisma d4 [ ] +1 [ ] +2 [ ] +3
Favored Card: Player's Choice (armor or weapon)
Hand Size 5
Proficient with: Light armors, [ ] Weapons
Powers:
You may recharge ([ ]or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] or 1d8) for each card discarded
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type ro reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.

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During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.
During the first exploration of each turn, damage dealt is
decreased by 1.
Display Herald of Iomadae next to the blessings deck; banish it
at the end of the scenario.
While displayed, at the end of any character’s turn,
that character may shuffle 1d4+1 random cards from
his discard pile into his deck; if he does, a character
must either bury a blessing or discard the top of the
blessings deck.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 2 Yoon (MM)/DavidC
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 28
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Villain Monster 1
Traits
Pitborn
Demon
Witch
Check
Combat
12
Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Knowledge
7
OR
Diplomacy
10
Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Notes: At this location: Yoon
Monster B
Traits
Pitborn
Demon
Rogue
Elite
Check
Combat
12
Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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Turn 2
Reveal top card of deck using Handy Haversack.
It is Sign of the Pack. Leave as is.
Explore
Pitborn Scoundrel
Before I act, dealt 1d4-1 damage
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Damage dealt is reduced by 1. Recharge Stalking Armor to prevent the last point of damage.
Reveal Light Crossbow.
Recharge Blessing of the Gods to add 1 die.
Combat 12: 3d8 ⇒ (6, 6, 1) = 13
Success.
End of turn: Recharge Blessing of the Gods
Hand: Gom-Gom, Helpful Haversack, Blessing of the Gods 2, Light Crossbow, Elemental Ascetic, Sign of the Pack,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dex +1
Stealth: Dex +2
Constituion d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constituion+2
Intelligence d6 [ ] +1
Wisdom d4 [ ]+1
Charisma d4 [ ] +1 [ ] +2 [ ] +3
Favored Card: Player's Choice (armor or weapon)
Hand Size 5
Proficient with: Light armors, [ ] Weapons
Powers:
You may recharge ([ ]or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] or 1d8) for each card discarded
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type ro reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.

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During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.
During the first exploration of each turn, damage dealt is
decreased by 1.
Display Herald of Iomadae next to the blessings deck; banish it
at the end of the scenario.
While displayed, at the end of any character’s turn,
that character may shuffle 1d4+1 random cards from
his discard pile into his deck; if he does, a character
must either bury a blessing or discard the top of the
blessings deck.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 3 Yoon (MM)/DavidC
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 27
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Villain Monster 1
Traits
Pitborn
Demon
Witch
Check
Combat
12
Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Knowledge
7
OR
Diplomacy
10
Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:1 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Notes: At this location: Yoon
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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Turn 3
Use Handy Haversack. Top card is Blessing of the Gods. Leave in place.
Explore Animal Tamer
Instead of the usual check, fight a monster instead, as per location rules.
Shock Elemental
Reveal Light Crossbow
Recharge Sign of the Pack to add Fortitude and Fire trait.
Combat 9: 2d8 + 1d10 + 2 ⇒ (6, 5) + (6) + 2 = 19
Success - acquire Animal Tamer, then immediately discard to explore again.
Helm of the Valkyrie
Fortitude 6: 1d10 + 2 ⇒ (1) + 2 = 3
Failed.
End of turn
Hand: Gom-Gom, Helpful Haversack, Harrowed Society Student, Light Crossbow, Sign of the Pack2,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dex +1
Stealth: Dex +2
Constituion d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constituion+2
Intelligence d6 [ ] +1
Wisdom d4 [ ]+1
Charisma d4 [ ] +1 [ ] +2 [ ] +3
Favored Card: Player's Choice (armor or weapon)
Hand Size 5
Proficient with: Light armors, [ ] Weapons
Powers:
You may recharge ([ ]or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] or 1d8) for each card discarded
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type ro reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.

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During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.
During the first exploration of each turn, damage dealt is
decreased by 1.
Display Herald of Iomadae next to the blessings deck; banish it
at the end of the scenario.
While displayed, at the end of any character’s turn,
that character may shuffle 1d4+1 random cards from
his discard pile into his deck; if he does, a character
must either bury a blessing or discard the top of the
blessings deck.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 4 Yoon (MM)/DavidC
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 26
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Villain Monster 1
Traits
Pitborn
Demon
Witch
Check
Combat
12
Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Knowledge
7
OR
Diplomacy
10
Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Notes: At this location: Yoon
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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Turn 4
Use Handy Haversack. Reveal Hand Crossbow. Leave in place.
Explore Peryton
Reveal Light Crossbow
Recharge Sign of the Pack to add Fortitude
Combat 14: 2d8 + 1d10 + 2 ⇒ (1, 5) + (5) + 2 = 13
Using t-shirt reroll to reroll the 1 on the d8.
reroll: 1d8 ⇒ 4
Victory is mine!
End turn
Hand: Gom-Gom, Helpful Haversack, Harrowed Society Student, Light Crossbow, Hand Crossbow,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dex +1
Stealth: Dex +2
Constituion d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constituion+2
Intelligence d6 [ ] +1
Wisdom d4 [ ]+1
Charisma d4 [ ] +1 [ ] +2 [ ] +3
Favored Card: Player's Choice (armor or weapon)
Hand Size 5
Proficient with: Light armors, [ ] Weapons
Powers:
You may recharge ([ ]or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] or 1d8) for each card discarded
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type ro reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.

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During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.
During the first exploration of each turn, damage dealt is
decreased by 1.
Display Herald of Iomadae next to the blessings deck; banish it
at the end of the scenario.
While displayed, at the end of any character’s turn,
that character may shuffle 1d4+1 random cards from
his discard pile into his deck; if he does, a character
must either bury a blessing or discard the top of the
blessings deck.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 5 Yoon (MM)/DavidC
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 25
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Villain Monster 1
Traits
Pitborn
Demon
Witch
Check
Combat
12
Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Knowledge
7
OR
Diplomacy
10
Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:0 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Notes: At this location: Yoon
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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Turn 5
Use Handy Haversack. Reveal Chronicler. Send to bottom of deck.
Explore
Fiendish Minotaur
Before I act, take 1d4-1 damage
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Reduced by 1 due to scenario, means 2 damage.
Discard Gom-Gom and Harrowed Society Member
Combat 14: 2d8 ⇒ (7, 4) = 11
Damage is reduced by 1 due to scenario.
[b]Hand: Light Crossbow, Sign of the Lantern Bearer, Blessing of the Gods 3, Kami Medium, Helpful Haversack,
Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dex +1
Stealth: Dex +2
Constituion d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constituion+2
Intelligence d6 [ ] +1
Wisdom d4 [ ]+1
Charisma d4 [ ] +1 [ ] +2 [ ] +3
Favored Card: Player's Choice (armor or weapon)
Hand Size 5
Proficient with: Light armors, [ ] Weapons
Powers:
You may recharge ([ ]or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] or 1d8) for each card discarded
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type ro reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.

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During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.
During the first exploration of each turn, damage dealt is
decreased by 1.
Display Herald of Iomadae next to the blessings deck; banish it
at the end of the scenario.
While displayed, at the end of any character’s turn,
that character may shuffle 1d4+1 random cards from
his discard pile into his deck; if he does, a character
must either bury a blessing or discard the top of the
blessings deck.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 6 Yoon (MM)/DavidC
Top of Blessing Discard Pile: Blessing of Ascension
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Remaining: 24
Blessings Deck
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Shax
Corrupted
Check
Combat
9
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Pulura
Check
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Abraxas
Corrupted
Check
Arcane
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing 1
Traits
Divine
Deskari
Corrupted
Veteran
Check
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessing B
Traits
Divine
Mythic
Basic
Check
Charisma
6
OR
Divine
5
Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessing B
Traits
Divine
Baphomet
Corrupted
Check
Melee
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Monster B
Traits
Undead
Elite
Check
Combat
13
Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
Ally B
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.
Villain Monster 1
Traits
Pitborn
Demon
Witch
Check
Combat
12
Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.
Monster B
Traits
Construct
Golem
Elite
Check
Combat
14
Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Knowledge
7
OR
Diplomacy
10
Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Monster B
Traits
Vermin
Basic
Check
Combat
8
Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Demon
Check
None
0
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Item B
Traits
Accessory
Magic
Basic
Check
Dexterity
Disable
7
Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:0 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Notes: At this location: Yoon
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster B
Traits
Outsider
Demon
Minotaur
Veteran
Check
Combat
12
Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.