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Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 5 – Herald of the Ivory Labyrinth thumbnail

Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 5 – Herald of the Ivory Labyrinth

Expansion for Pathfinder Adventure Card Game: Wrath of the Righteous – Base Set

Pathfinder Adventure Card Game: Wrath of the Righteous – Adventure Deck 5: Herald of the Ivory Labyrinth Rulebook

Table of Contents

Table of Contents

  • The Adventure
    • Herald of the Ivory Labyrinth
  • Scenarios
    • Audience with the Inheritor
    • Welcome to Blackburgh
    • Twisty Passages
    • The Ineluctable Prison
    • Redeeming the Herald
  • Locations
    • Blackburgh
    • Heaven
    • Ivory Labyrinth
    • Lightless Maze
    • Prison Vault
    • Shrine to Baphomet
  • Mythic Paths
    • Sword of Iomedae
    • Shield of Iomedae
  • Henchmen
    • Inger-Maggor
    • Labyrinth Minotaur
    • Stringy Fiend
    • Svendack
    • Rite of Heraldry
    • Herald's Heart
    • Treachery Demon
  • Monsters
    • Alderpash's Ghoul
    • Corruption Demon
    • Demonic Cyclops
    • Slimy Fiend
    • Tarry Fiend
    • Upasunda
    • Xenarth
  • Barriers
    • Deal with a Demon
    • Groaning Gate
    • Magic Ray Fusillade
    • Maze Tapestry
  • Villains
    • Baphomet
    • Corrupted Herald
    • Lady of Valor
    • Odeenka
    • The Father of Worms
    • Ylleshka
  • Allies
    • Orengofta
    • Runelord Alderpash
    • Suurlahetas
    • Verbovezzor
    • Waxberry
  • Armor
    • Bastion of the Inheritor
    • Demon Armor
    • Helm of the Serpent King
    • Pauldrons of Unflinching Fortitude
    • Spiritwalk Armor
  • Spells
    • Breath of Life
    • Death's Touch
    • Elemental Bombardment
    • Icy Prison
    • Rune of Jandelay
    • Steal Mythic Power
  • Items
    • Book of the Damned
    • Chaos Stone
    • Evocation Staff
    • Iron Shackles
    • Torc of the Heavens
  • Weapons
    • Disrupting Warhammer
    • Holy Glaive of Speed
    • Keen Scythe +2
    • Planar Crossbow +2
    • Rapier of Puncturing
    • Spellbreaker
    • Sword of Subtlety
    • Traitor's Blade
  • Blessings
    • Blessing of Sifkesh
    • Blessing of Xoveron
  • Loot
    • Chalice of Ozem
    • Ball of Twine
    • Dawnflower's Kiss
    • Amulet of the Abyss
    • Stole of the Inheritor

The Adventure

Herald of the Ivory Labyrinth

Adventure 5

Complete these scenarios, in this order:

  1. Audience with the Inheritor
  2. Welcome to Blackburgh
  3. Twisty Passages
  4. The Ineluctable Prison
  5. Redeeming the Herald

During this adventure: The servitor demon is the henchman Treachery Demon. After completing Audience with the Inheritor, all locations have the Abyssal trait.

Reward: Each character gains a card feat.

Scenarios

Audience with the Inheritor

Scenario 5

Villain: None

Henchmen: Rite of Heraldry

During this scenario: After you create the blessings deck, shuffle the villain Lady of Valor into it.

When you discard Lady of Valor from the blessings deck, a random character summons and encounters her. When you defeat Lady of Valor, you may either win the scenario or end the encounter.

Reward: For each closed location, the party may redeem 1 card. Loot: Chalice of Ozem, Stole of the Inheritor.

Welcome to Blackburgh

Scenario 5

Villain: Odeenka

Henchmen: Cultists of Baphomet

During this scenario: When you move to a location, shuffle that location deck.

On your turn, you may shuffle a card from your hand into your location deck to explore your location.

The difficulty of checks against banes that have the Veteran trait is increased by 1d20.

Reward: Each character gains a power feat. Loot: Ball of Twine.

Twisty Passages

Scenario 5

Villain: The Father of Worms

Henchmen: Inger-Maggor, Labyrinth Minotaurs

During this scenario: When you close a location, shuffle together the location cards of all locations that are not permanently closed. Then randomly deal 1 to each location that does not have a location card.

When you encounter a blessing, banish it, then summon and build the location Middle of Nowhere and move to it.

Reward: Each character gains a power feat.

The Ineluctable Prison

Scenario 5

Villain: Ylleshka

Henchmen: Svendack, Stringy Fiends

During this scenario: When you close a location, a character at your location summons and encounters a random ally that has an adventure deck number of 4 or higher. If he acquires it, he adds it to his hand.

Reward: Loot: Dawnflower's Kiss.

Redeeming the Herald

Scenario 5

Villain: Corrupted Herald

Henchmen: Herald's Heart, Labyrinth Minotaurs

During this scenario: When you would encounter the villain Corrupted Herald, any character that has the Herald's Heart in hand moves to your location and encounters the villain instead.

When you win the scenario, each character may then summon and encounter the villain Baphomet; if he is defeated, add the loot Amulet of the Abyss to the reward.

Reward: Each character gains a skill feat. A character may exchange his mythic path for the path Shield of Iomedae or Sword of Iomedae.

Locations

Blackburgh

Location 5 · Abyssal

Deck list: Monster 3, Barrier 0, Weapon 1, Spell 1, Armor 1, Item 1, Ally 0, Blessing 2

At this location: When you encounter a monster that has the Cultist or Demon trait, before you act, each other character moves to a random location.

When closing: Summon and build the location Maze and move to it.

When permanently closed: On closing, end your turn.

Heaven

Location 5

Deck list: Monster 0, Barrier 0, Weapon 1, Spell 2, Armor 1, Item 1, Ally 0, Blessing 4

At this location: For each marker on this card, add 1 die to any check by a character at any location against a card that has the Deity trait.

When closing: Expend 2 mythic charges.

When permanently closed: On closing, put 2 markers on this card.

Ivory Labyrinth

Location 5 · Abyssal

Deck list: Monster 2, Barrier 2, Weapon 0, Spell 1, Armor 1, Item 0, Ally 1, Blessing 2

At this location: After you encounter a bane, move to Blackburgh.

When closing: Discard 3 cards.

When permanently closed: On closing, move to a random location.

Lightless Maze

Location 5 · Abyssal

Deck list: Monster 3, Barrier 1, Weapon 1, Spell 1, Armor 0, Item 1, Ally 1, Blessing 1

At this location: After you encounter a boon, move to Blackburgh.

When closing: Bury 3 cards from your discard pile.

When permanently closed: On closing, each other character at this location moves to a random location.

Prison Vault

Location 5 · Abyssal

Deck list: Monster 0, Barrier 4, Weapon 1, Spell 1, Armor 1, Item 2, Ally 0, Blessing 0

At this location: If you move here, you cannot explore this location this turn.

When closing: Succeed at a Dexterity or Disable 11 check or a Knowledge 16 check.

When permanently closed: Before closing, draw any boons left in this location.

Shrine to Baphomet

Location 5 · Abyssal

Deck list: Monster 3, Barrier 0, Weapon 0, Spell 2, Armor 0, Item 0, Ally 0, Blessing 4

At this location: Ignore the Magic trait on all boons.

When closing: Succeed at a Wisdom, Divine, or Survival 12 check.

When permanently closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.

Mythic Paths

Sword of Iomedae

Mythic Path 5

Add your number of mythic charges to your Strength, Wisdom, or Charisma check. Then you may expend 1 or more charges. If you do, ignore effects that increase the difficulty of the check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

Expend 5 mythic charges to allow a character at your location to shuffle his discard pile into his deck, then that character may reset his hand.

Shield of Iomedae

Mythic Path 5

Add your number of mythic charges to your Dexterity, Constitution, or Intelligence check. Then you may expend 1 or more charges. If you do, you may draw a random card from your discard pile, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.

If you expend 5 or more charges on a single check, each character gets a charge.

Henchmen

Inger-Maggor

Henchman 5 · Minotaur, Paladin, Mythic · Type: Monster

Check to defeat: Combat 30

Powers: Before you act, each other character at your location must succeed at a Stealth or Survival 12 check or expend 1d4-1 mythic charges and summon and build the location Maze and move to it.

If this is the first exploration of your turn, the difficulty to defeat Inger-Maggor is increased by 1d20.

If defeated, you may immediately attempt to close the location this henchman came from.

Labyrinth Minotaur

Henchman 5 · Outsider, Minotaur · Type: Monster

Check to defeat: Combat 28

Powers: If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location.

If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it.

If defeated, you may immediately attempt to close the location this henchman came from.

Stringy Fiend

Henchman 5 · Outsider, Fiend · Type: Barrier

Check to defeat: Combat 33

Powers: The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits.

Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.

If defeated, you may immediately attempt to close the location this henchman came from.

Svendack

Henchman 5 · Elf, Cleric, Mythic · Type: Monster

Check to defeat: Combat 28, then Combat 32

Powers: Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 2d4 Fire damage.

While you act, when you are dealt damage by Svendack, discard cards from the top of your deck instead of your hand.

If defeated, you may shuffle Svendack into a random other open location to immediately attempt to close the location this henchman came from.

Rite of Heraldry

Henchman 5 · Divine, Iomedae · Type: Barrier

Check to defeat: Melee, Fortitude, Diplomacy, or Divine 20

Powers: The Rite of Heraldry may not be evaded; if you have a card in hand that has the Corrupted trait, this barrier is undefeated.

You may recharge a card that has the Iomedae trait to add 1d20 to your check to defeat this barrier.

If undefeated, each character at your location is dealt 1d10 Force damage that may not be reduced.

If defeated, you may put a marker on the location card Heaven.

Herald's Heart

Henchman 5 · Obstacle, Object · Type: Barrier

Check to defeat: Intelligence or Knowledge 18

Powers: Before you act, summon and defeat the henchman Inger-Maggor or the Herald's Heart is undefeated. If Inger-Maggor is defeated, any 1 character may attempt the check to defeat the Herald's Heart; if defeated, that character adds it to his hand, and you may immediately attempt to close the location this henchman came from.

Display the Herald's Heart next to the scenario to succeed at your check to defeat the villain Corrupted Herald.

Treachery Demon

Henchman 5 · Outsider, Demon, Servitor · Type: Monster

Check to defeat: Combat 24

Powers: The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.

Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

Monsters

Alderpash's Ghoul

Monster 5 · Undead, Ghoul

Check to defeat: Combat 23

Powers: Alderpash's Ghoul is immune to the Mental and Poison traits.

Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.

If undefeated, end your turn.

Corruption Demon

Monster 5 · Outsider, Demon

Check to defeat: Combat 25

Powers: The Corruption Demon is immune to the Electricity, Mental, and Poison traits.

Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.

If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Demonic Cyclops

Monster 5 · Outsider, Demon, Giant

Check to defeat: Combat 28

Powers: The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.

Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.

Slimy Fiend

Monster 5 · Outsider, Fiend

Check to defeat: Combat 22

Powers: The Slimy Fiend is immune to the Acid and Poison traits.

Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.

After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deals 1d4+1 Acid damage to you.

Tarry Fiend

Monster 5 · Outsider, Fiend

Check to defeat: Combat 21

Powers: The Tarry Fiend is immune to the Acid and Poison traits.

Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.

Upasunda

Monster 5 · Outsider, Fiend, Monk

Check to defeat: Combat 24

Powers: The Upasunda is immune to the Poison trait.

Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.

The Upasunda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.

After you act, the Upasunda deals 1d6 Combat damage to you.

Xenarth

Monster 5 · Outsider, Demon

Check to defeat: Combat 24

Powers: The Xenarth is immune to the Electricity and Poison traits.

Before you act, the Xenarth deals 2 Acid damage to each character at your location.

If undefeated, the Xenarth deals 2 Poison damage to you.

If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.

Barriers

Deal with a Demon

Barrier 5 · Temptation, Demon

Check to defeat: None

Powers: Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.

While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the villain is increased by that amount; on an even result, add that amount to your checks to defeat.

Groaning Gate

Barrier 5 · Obstacle, Magic, Mythic

Check to defeat: Knowledge, Arcane, or Divine 19 or Disable 16

Powers: If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.

If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Magic Ray Fusillade

Barrier 5 · Trap, Magic, Arcane

Check to defeat: Arcane, Acrobatics, or Stealth 18

Powers: If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Maze Tapestry

Barrier 5 · Obstacle, Magic

Check to defeat: Wisdom, Perception, or Survival 15

Powers: If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Villains

Baphomet

Villain 5 · Deity, Outsider, Demon, Minotaur, Aristocrat, Mythic · Type: Monster

Check to defeat: Combat 45, then Combat 55, then Combat 65

Powers: Baphomet cannot be evaded and is immune to the Electricity, Fire, Mental, and Poison traits.

If you fail a check to defeat Baphomet, draw a number of cards equal to your hand size.

Corrupted Herald

Villain 5 · Outsider, Demon, Mythic · Type: Monster

Check to defeat: Combat 45, then Combat 50

Powers: The Corrupted Herald cannot be evaded and is immune to the Electricity and Poison traits.

When any character plays a boon that has the Attack or Ranged trait, she buries a card.

Damage dealt by the Corrupted Herald is dealt to you as Combat damage then dealt to a random character at your location as Fire damage.

Lady of Valor

Villain 5 · Deity, Outsider, Paladin, Mythic · Type: Barrier

Check to defeat: Melee, Fortitude, Divine, or Diplomacy 20

Powers: Before you act, characters may recharge any number of boons that have the Iomedae trait. For each card discarded, add 1d20 to your check to defeat.

The difficulty of the check to defeat is increased by 10 times the number of characters.

If undefeated, each character is dealt 1d10 Force damage that may not be reduced.

After the encounter, advance the blessings deck, then shuffle Lady of Valor into it.

Odeenka

Villain 5 · Outsider, Demon, Soldier · Type: Monster

Check to defeat: Combat 28, then Combat 30

Powers: Odeenka is immune to the Electricity and Poison traits. You may succeed at a Charisma or Diplomacy 14 check to evade Odeenka.

Before you act, each character at your location is dealt 1d6 Combat damage; the difficulty of checks to defeat Odeenka is increased by your result.

The Father of Worms

Villain 5 · Undead, Mythic · Type: Monster

Check to defeat: Combat 40

Powers: The Father of Worms cannot be evaded and is immune to the Acid, Cold, Mental, and Poison traits.

When you play a weapon that has the Melee trait against The Father of Worms, bury that weapon.

Before you act, each character at your location attempts a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1d4 Cold damage and expend 1 mythic charge.

Ylleshka

Villain 5 · Outsider, Demon, Mythic · Type: Monster

Check to defeat: Combat 30, then Combat 33

Powers: Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.

Before you act, each character at your location is dealt 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.

Allies

Orengofta

Ally 5 · Outsider, Demon, Mythic

Check to acquire: None

Powers: To acquire this card, examine a number of cards from the blessings deck equal to the number of characters; discard all that do not have the Corrupted trait, then shuffle the blessings deck.

Bury this card and expend a mythic charge to search your location deck for a villain and put it on top of that deck. If you do not find a villain, each character summons and encounters this adventure's servitor demon.

Runelord Alderpash

Ally 5 · Undead, Lich, Evoker

Check to acquire: None

Powers: Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.

Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire, or Force trait to your combat check.

Banish this card and discard your hand to permanently close your location, then end your turn.

Suurlahetas

Ally 5 · Outsider, Devil

Check to acquire: None

Powers: To acquire this card, shuffle a random monster from the box into each open location deck without looking at them.

Discard this card to add 2d6 and the Fire trait to your combat check.

Banish this card to search a location deck for a boon and add it to your hand.

Verbovezzor

Ally 5 · Vermin, Swarm, Mythic

Check to acquire: None

Powers: To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.

Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges as if they were her own this turn.

At the end of the turn, shuffle this card into a random open location deck.

Waxberry

Ally 5 · Halfling, Cleric

Check to acquire: None

Powers: To acquire this card, summon and defeat the henchman Stringy Fiend.

Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.

Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

Armor

Bastion of the Inheritor

Armor 5 · Shield, Offhand, Magic, Divine, Iomedae, Mythic

Check to acquire: Constitution or Fortitude 10

Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.

Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.

If proficient with light armors, you may recharge this card when you reset your hand.

Demon Armor

Armor 5 · Heavy Armor, Magic

Check to acquire: Constitution or Fortitude 11

Powers: Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.

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

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Helm of the Serpent King

Armor 5 · Heavy Armor, Magic, Corrupted, Mythic

Check to acquire: Constitution or Fortitude 12

Powers: Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.

Recharge this card to reduce Combat damage dealt to you by 2; 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.

Pauldrons of Unflinching Fortitude

Armor 5 · Heavy Armor, Magic, Mythic

Check to acquire: Constitution or Fortitude 13

Powers: Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Spiritwalk Armor

Armor 5 · Light Armor, Magic, Mythic

Check to acquire: Constitution, Fortitude, or Stealth 11

Powers: Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.

Recharge this card to reduce Combat damage dealt to you by 2.

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

If proficient with light armors, you may recharge this card when you reset your hand.

Spells

Breath of Life

Spell 5 · Magic, Divine, Healing

Check to acquire: Wisdom or Divine 13

Powers: Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.

After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Death's Touch

Spell 5 · Magic, Arcane, Divine, Attack

Check to acquire: Intelligence or Arcane 10, or Wisdom or Divine 12

Powers: For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Elemental Bombardment

Spell 5 · Magic, Arcane, Divine, Attack, Mythic

Check to acquire: Intelligence, Arcane, Wisdom, or Divine 14

Powers: For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity, or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.

At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Icy Prison

Spell 5 · Magic, Arcane, Divine, Attack, Cold

Check to acquire: Intelligence, Arcane, Wisdom, or Divine 12

Powers: For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.

At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Rune of Jandelay

Spell 5 · Magic, Arcane, Veteran

Check to acquire: Intelligence or Arcane 14

Powers: Display this card next to a location; if you play this card during a check, you may play another spell on the check.

While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.

At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard it.

Steal Mythic Power

Spell 5 · Magic, Arcane, Divine, Mythic

Check to acquire: Intelligence, Arcane, Wisdom, or Divine 14

Powers: When a character encounters a bane that has the Mythic trait, discard this card; that character gets a mythic charge.

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 16 check to recharge this card instead of discarding it.

Items

Book of the Damned

Item 5 · Book, Magic, Divine, Corrupted

Check to acquire: Banish a blessing

Powers: Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.

After playing this card, you may banish a loot to discard this card instead of banishing it.

Chaos Stone

Item 5 · Object, Magic

Check to acquire: Intelligence, Arcane, Wisdom, or Divine 10

Powers: Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Evocation Staff

Item 5 · Staff, Magic, Arcane, Attack

Check to acquire: Intelligence or Arcane 14

Powers: For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.

When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

Iron Shackles

Item 5 · Object, Magic

Check to acquire: Dexterity or Disable 13

Powers: Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.

Recharge this card when a character at your location would be moved; that character does not move.

Torc of the Heavens

Item 5 · Accessory, Magic, Divine

Check to acquire: Wisdom or Divine 13

Powers: Put this card on top of your deck to add your number of mythic charges to your Charisma check.

On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.

Bury this card to draw 1 random non-Basic blessing from the box.

Weapons

Disrupting Warhammer

Weapon 5 · Hammer, Melee, Bludgeoning, Magic

Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Holy Glaive of Speed

Weapon 5 · Polearm, Melee, Slashing, 2-Handed, Magic

Check to acquire: Strength or Melee 13

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4.

If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

Keen Scythe +2

Weapon 5 · Scythe, Melee, Slashing, 2-Handed, Magic

Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

Planar Crossbow +2

Weapon 5 · Bow, Ranged, Piercing, Magic

Check to acquire: Dexterity or Ranged 11

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.

If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location. If the bane has the Outsider trait, ignore the bane's immunities.

Rapier of Puncturing

Weapon 5 · Sword, Melee, Piercing, Finesse, Swashbuckling, Magic

Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4.

After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

Spellbreaker

Weapon 5 · Staff, Melee, Bludgeoning, 2-Handed, Magic, Mythic

Check to acquire: Strength, Melee, Arcane, or Divine 16

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 if you also expend a mythic charge.

Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Sword of Subtlety

Weapon 5 · Sword, Melee, Piercing, Finesse, Magic

Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Traitor's Blade

Weapon 5 · Knife, Ranged, Piercing, Magic, Corrupted

Check to acquire: Dexterity or Ranged 13

Powers: If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.

When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

Blessings

Blessing of Sifkesh

Blessing 5 · Divine, Sifkesh, Corrupted

Check to acquire: Bury any card, or Divine 5

Powers: If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check that has the Corrupted trait.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.

Blessing of Xoveron

Blessing 5 · Divine, Xoveron, Corrupted

Check to acquire: None

Powers: When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.

Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Loot

Chalice of Ozem

Loot 5 · Object, Magic, Divine, Iomedae · Type: Item

Powers: Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, recharge this card.

Bury this card to get 2 mythic charges.

Ball of Twine

Loot 5 · Tool · Type: Item

Powers: Recharge this card to summon and build the location Maze or the location Middle of Nowhere and move to it, or to move from one of those locations, ignoring movement restrictions.

When you attempt a check to defeat a monster that has the Minotaur trait, reveal this card to get a mythic charge.

Dawnflower's Kiss

Loot 5 · Sword, Melee, Magic, Divine, Sarenrae · Type: Weapon

Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d8+4; you may recharge a blessing to add 1d8 and the Fire trait, or 2d6 and the Fire trait if the blessing has the Sarenrae trait. If not proficient with weapons, the difficulty of this check is increased by 4.

You may discard this card and expend a mythic charge to add 1d20 and the Fire trait to a combat check at another location.

Amulet of the Abyss

Loot 5 · Accessory, Magic, Divine, Corrupted, Mythic · Type: Item

Powers: If this card has the Corrupted trait, bury a blessing or you may not play this card.

Reveal this card to reduce Electricity, Poison, Acid, Cold, or Fire damage dealt to you by 4.

Recharge this card to add 1d20 to your check to defeat a monster that has the Minotaur or Mythic trait.

Stole of the Inheritor

Loot 5 · Light Armor, Magic, Divine, Healing, Iomedae · Type: Armor

Powers: Reveal this card to reduce damage dealt to you by 2, or by 4 if dealt by a bane that has the Demon trait.

Reveal this card and bury a blessing that has the Iomedae trait to allow a character at your location to shuffle 1d4+4 random cards from his discard pile into his deck.

If proficient with light armors, you may recharge this card when you reset your hand.